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source: code/branches/objecthierarchy/src/orxonox/objects/worldentities/Model.cc @ 2006

Last change on this file since 2006 was 2006, checked in by landauf, 16 years ago

many changes, can't remember everything, but these are the most important:

  • attaching entities to other entities works
  • displaying models, lights and shadows works
  • controlling a spectator works
  • removed an update hack in PositionableEntity because I've found a much better solution

and with "works" I mean: it works on client, server and standalone

File size: 2.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31#include "Model.h"
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
35namespace orxonox
36{
37    CreateFactory(Model);
38
39    Model::Model()
40    {
41        RegisterObject(Model);
42
43        this->registerVariables();
44    }
45
46    Model::~Model()
47    {
48        if (this->isInitialized() && this->mesh_.getEntity())
49            this->getNode()->detachObject(this->mesh_.getEntity());
50    }
51
52    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
53    {
54        SUPER(Model, XMLPort, xmlelement, mode);
55
56        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
57        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
58    }
59
60    void Model::registerVariables()
61    {
62        REGISTERSTRING(this->meshSrc_,    network::direction::toclient, new network::NetworkCallback<Model>(this, &Model::changedMesh));
63        REGISTERDATA(this->bCastShadows_, network::direction::toclient, new network::NetworkCallback<Model>(this, &Model::changedShadows));
64    }
65
66    void Model::changedMesh()
67    {
68        if (this->mesh_.getEntity())
69            this->getNode()->detachObject(this->mesh_.getEntity());
70
71        this->mesh_.setMeshSource(this->meshSrc_);
72
73        if (this->mesh_.getEntity())
74        {
75            this->getNode()->attachObject(this->mesh_.getEntity());
76            this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
77        }
78    }
79
80    void Model::changedShadows()
81    {
82        this->mesh_.setCastShadows(this->bCastShadows_);
83    }
84
85    void Model::changedVisibility()
86    {
87        SUPER(Model, changedVisibility);
88
89        this->mesh_.setVisible(this->isVisible());
90    }
91}
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