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source: code/branches/objecthierarchy/src/orxonox/tools/Mesh.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

  • Property svn:eol-style set to native
File size: 2.8 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#include "Mesh.h"
31
32#include <sstream>
33#include <OgreSceneManager.h>
34
35#include "core/Core.h"
36#include "GraphicsEngine.h"
37#include "util/Convert.h"
38#include "util/String.h"
39
40namespace orxonox
41{
42    unsigned int Mesh::meshCounter_s = 0;
43
44    Mesh::Mesh()
45    {
46        this->entity_ = 0;
47        this->bCastShadows_ = true;
48    }
49
50    Mesh::~Mesh()
51    {
52        if (this->entity_ && Core::showsGraphics())
53            GraphicsEngine::getInstance().getLevelSceneManager()->destroyEntity(this->entity_);
54    }
55
56    void Mesh::setMeshSource(const std::string& meshsource)
57    {
58        if (Core::showsGraphics())
59        {
60            if (this->entity_)
61                GraphicsEngine::getInstance().getLevelSceneManager()->destroyEntity(this->entity_);
62
63            try
64            {
65                this->entity_ = GraphicsEngine::getInstance().getLevelSceneManager()->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource);
66                this->entity_->setCastShadows(this->bCastShadows_);
67            }
68            catch (...)
69            {
70                COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
71            }
72        }
73    }
74
75    void Mesh::setCastShadows(bool bCastShadows)
76    {
77        this->bCastShadows_ = bCastShadows;
78        if (this->entity_)
79            this->entity_->setCastShadows(this->bCastShadows_);
80    }
81
82    const std::string& Mesh::getName() const
83    {
84        if (this->entity_)
85            return this->entity_->getName();
86        else
87            return blankString;
88    }
89
90    void Mesh::setVisible(bool bVisible)
91    {
92        if (this->entity_)
93            this->entity_->setVisible(bVisible);
94    }
95
96    bool Mesh::isVisible() const
97    {
98        if (this->entity_)
99            return this->entity_->getVisible();
100        else
101            return false;
102    }
103}
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