/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include #include "Model.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "objects/Scene.h" namespace orxonox { CreateFactory(Model); Model::Model(BaseObject* creator) : StaticEntity(creator) { RegisterObject(Model); this->registerVariables(); } Model::~Model() { if (this->isInitialized() && this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); } void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Model, XMLPort, xmlelement, mode); XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); } void Model::registerVariables() { REGISTERSTRING(this->meshSrc_, network::direction::toclient, new network::NetworkCallback(this, &Model::changedMesh)); REGISTERDATA(this->bCastShadows_, network::direction::toclient, new network::NetworkCallback(this, &Model::changedShadows)); } void Model::changedMesh() { if (this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); if (this->mesh_.getEntity()) { this->attachOgreObject(this->mesh_.getEntity()); this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); this->mesh_.setVisible(this->isVisible()); } } void Model::changedShadows() { this->mesh_.setCastShadows(this->bCastShadows_); } void Model::changedVisibility() { SUPER(Model, changedVisibility); this->mesh_.setVisible(this->isVisible()); } }