Files
qt6-migration-pipeline/external/dtEntity/include/dtEntityOSG/osganimationcomponent.h
T
torsten 99e70069ad
Qt6 Migration CI / migrate (push) Canceled after 0s
Adds external dep dtentity
2026-10-24 09:01:01 +00:00

121 lines
4.2 KiB
C++

#pragma once
/* -*-c++-*-
* dtEntity Game and Simulation Engine
*
* This library is free software; you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation; either version 2.1 of the License, or (at your option)
* any later version.
*
* This library is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
* details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Martin Scheffler
*/
#include <osg/ref_ptr>
#include <osgAnimation/BasicAnimationManager>
#include <dtEntityOSG/export.h>
#include <dtEntity/defaultentitysystem.h>
#include <dtEntity/component.h>
#include <dtEntity/dynamicproperty.h>
#include <dtEntity/stringid.h>
#include <dtEntity/scriptaccessor.h>
namespace dtEntityOSG
{
///////////////////////////////////////////////////////////////////////////
class DTENTITY_OSG_EXPORT OSGAnimationComponent : public dtEntity::Component
{
public:
static const dtEntity::ComponentType TYPE;
static const dtEntity::StringId EnabledId;
OSGAnimationComponent();
virtual ~OSGAnimationComponent();
virtual dtEntity::ComponentType GetType() const { return TYPE; }
virtual void OnAddedToEntity(dtEntity::Entity& entity);
osgAnimation::BasicAnimationManager* GetAnimationManager() const
{
return mAnimationManager;
}
void SetupMesh(osg::Node*);
void SetEnabled(bool);
bool GetEnabled() const;
bool AddAttachment(const std::string& boneName, osg::Node* node, const osg::Matrix& m);
bool RemoveAtachment(const std::string& boneName, osg::Node* node);
void RemoveAtachments(const std::string& boneName);
private:
osg::ref_ptr<osgAnimation::BasicAnimationManager> mAnimationManager;
dtEntity::Entity* mEntity;
dtEntity::DynamicBoolProperty mEnabled;
bool mEnabledVal;
};
///////////////////////////////////////////////////////////////////////////
// storage only
class DTENTITY_OSG_EXPORT OSGAnimationSystem
: public dtEntity::DefaultEntitySystem<OSGAnimationComponent>
, public dtEntity::ScriptAccessor
{
public:
static const dtEntity::ComponentType TYPE;
static const dtEntity::StringId VertexShaderId;
static const dtEntity::StringId FragmentShaderId;
static const dtEntity::StringId EnabledId;
OSGAnimationSystem(dtEntity::EntityManager& em);
~OSGAnimationSystem();
void OnMeshChanged(const dtEntity::Message&);
void SetVertexShader(const std::string& v) { mVertexShader.Set(v); }
std::string GetVertexShader() const { return mVertexShader.Get(); }
void SetFragmentShader(const std::string& v) { mFragmentShader.Set(v); }
std::string GetFragmentShader() const { return mFragmentShader.Get(); }
void SetEnabled(bool);
bool GetEnabled() const;
private:
bool GetAnimationList(dtEntity::EntityId id, const osgAnimation::AnimationList*& list,
osgAnimation::BasicAnimationManager*& manager);
dtEntity::Property* ScriptPlayAnimation(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptStopAnimation(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptGetAnimations(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptGetAnimationLength(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptGetAnimationPlayMode(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptSetAnimationPlayMode(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptAddAttachment(const dtEntity::PropertyArgs& args);
dtEntity::Property* ScriptRemoveAttachments(const dtEntity::PropertyArgs& args);
dtEntity::MessageFunctor mMeshChangedFunctor;
dtEntity::StringProperty mVertexShader;
dtEntity::StringProperty mFragmentShader;
bool mEnabledVal;
dtEntity::DynamicBoolProperty mEnabled;
};
}