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source: code/branches/objecthierarchy/src/orxonox/tools/Mesh.h @ 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: 1.7 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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Mesh_H__
30#define _Mesh_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <OgreEntity.h>
36
37namespace orxonox
38{
39    class _OrxonoxExport Mesh
40    {
41        public:
42            Mesh();
43            ~Mesh();
44
45            void setMeshSource(const std::string& file);
46
47            inline Ogre::Entity* getEntity()
48                { return this->entity_; }
49
50            const std::string& getName() const;
51
52            void setVisible(bool bVisible);
53            bool isVisible() const;
54
55            void setCastShadows(bool bCastShadows);
56            inline bool getCastShadows() const
57                { return this->bCastShadows_; }
58
59        private:
60            static unsigned int meshCounter_s;
61            Ogre::Entity* entity_;
62            bool bCastShadows_;
63    };
64}
65
66#endif /* _Mesh_H__ */
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