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source: code/branches/objecthierarchy/src/orxonox/tools/Mesh.cc @ 2023

Last change on this file since 2023 was 2023, checked in by rgrieder, 16 years ago
  • Added support for dedicated server. Could not network test it yet, client still segfaults me.
  • Also kicked GraphicsEngine::levelSceneManager_, there are only the statistic methods left.
  • GSDedicated also derives from GSLevel, but GSLevel is not anymore a real GameState.
  • CameraHandler and LevelManager get created in GSLevel now.
  • 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#include <cassert>
35
36#include "core/Core.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_ && this->scenemanager_)
53            this->scenemanager_->destroyEntity(this->entity_);
54    }
55
56    void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource)
57    {
58        assert(scenemanager);
59
60        this->scenemanager_ = scenemanager;
61
62        if (this->entity_)
63            this->scenemanager_->destroyEntity(this->entity_);
64
65        if (Core::showsGraphics())
66        {
67            try
68            {
69                this->entity_ = this->scenemanager_->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource);
70                this->entity_->setCastShadows(this->bCastShadows_);
71            }
72            catch (...)
73            {
74                COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
75            }
76        }
77    }
78
79    void Mesh::setCastShadows(bool bCastShadows)
80    {
81        this->bCastShadows_ = bCastShadows;
82        if (this->entity_)
83            this->entity_->setCastShadows(this->bCastShadows_);
84    }
85
86    const std::string& Mesh::getName() const
87    {
88        if (this->entity_)
89            return this->entity_->getName();
90        else
91            return BLANKSTRING;
92    }
93
94    void Mesh::setVisible(bool bVisible)
95    {
96        if (this->entity_)
97            this->entity_->setVisible(bVisible);
98    }
99
100    bool Mesh::isVisible() const
101    {
102        if (this->entity_)
103            return this->entity_->getVisible();
104        else
105            return false;
106    }
107}
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