| [2072] | 1 | /* | 
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 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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 | 3 |  *                    > www.orxonox.net < | 
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 | 4 |  * | 
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 | 5 |  * | 
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 | 6 |  *   License notice: | 
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 | 7 |  * | 
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 | 8 |  *   This program is free software; you can redistribute it and/or | 
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 | 9 |  *   modify it under the terms of the GNU General Public License | 
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 | 10 |  *   as published by the Free Software Foundation; either version 2 | 
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 | 11 |  *   of the License, or (at your option) any later version. | 
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 | 12 |  * | 
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 | 13 |  *   This program is distributed in the hope that it will be useful, | 
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 | 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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 | 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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 | 16 |  *   GNU General Public License for more details. | 
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 | 17 |  * | 
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 | 18 |  *   You should have received a copy of the GNU General Public License | 
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 | 19 |  *   along with this program; if not, write to the Free Software | 
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 | 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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 | 21 |  * | 
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 | 22 |  *   Author: | 
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 | 23 |  *      Fabian 'x3n' Landau | 
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 | 24 |  *   Co-authors: | 
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 | 25 |  *      ... | 
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 | 26 |  * | 
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 | 27 |  */ | 
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 | 28 |  | 
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| [3196] | 29 | #include "Model.h" | 
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| [2072] | 30 |  | 
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| [2662] | 31 | #include <OgreEntity.h> | 
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| [3196] | 32 |  | 
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 | 33 | #include "core/CoreIncludes.h" | 
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| [2896] | 34 | #include "core/GameMode.h" | 
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| [2072] | 35 | #include "core/XMLPort.h" | 
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 | 36 | #include "objects/Scene.h" | 
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 | 37 |  | 
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 | 38 | namespace orxonox | 
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 | 39 | { | 
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 | 40 |     CreateFactory(Model); | 
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 | 41 |  | 
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| [2662] | 42 |     Model::Model(BaseObject* creator) : StaticEntity(creator) | 
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| [2072] | 43 |     { | 
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 | 44 |         RegisterObject(Model); | 
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 | 45 |  | 
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| [2662] | 46 |         this->bCastShadows_ = true; | 
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 | 47 |  | 
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| [2072] | 48 |         this->registerVariables(); | 
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 | 49 |     } | 
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 | 50 |  | 
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 | 51 |     Model::~Model() | 
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 | 52 |     { | 
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 | 53 |         if (this->isInitialized() && this->mesh_.getEntity()) | 
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| [2662] | 54 |             this->detachOgreObject(this->mesh_.getEntity()); | 
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| [2072] | 55 |     } | 
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 | 56 |  | 
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 | 57 |     void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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 | 58 |     { | 
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 | 59 |         SUPER(Model, XMLPort, xmlelement, mode); | 
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 | 60 |  | 
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 | 61 |         XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); | 
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 | 62 |         XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); | 
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 | 63 |     } | 
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 | 64 |  | 
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 | 65 |     void Model::registerVariables() | 
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 | 66 |     { | 
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| [3280] | 67 |         registerVariable(this->meshSrc_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMesh)); | 
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 | 68 |         registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedShadows)); | 
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| [2072] | 69 |     } | 
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 | 70 |  | 
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 | 71 |     void Model::changedMesh() | 
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 | 72 |     { | 
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| [2896] | 73 |         if (GameMode::showsGraphics()) | 
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| [2662] | 74 |         { | 
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 | 75 |             if (this->mesh_.getEntity()) | 
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 | 76 |                 this->detachOgreObject(this->mesh_.getEntity()); | 
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| [2072] | 77 |  | 
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| [2662] | 78 |             this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); | 
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| [2072] | 79 |  | 
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| [2662] | 80 |             if (this->mesh_.getEntity()) | 
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 | 81 |             { | 
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 | 82 |                 this->attachOgreObject(this->mesh_.getEntity()); | 
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 | 83 |                 this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); | 
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 | 84 |                 this->mesh_.setVisible(this->isVisible()); | 
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 | 85 |             } | 
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| [2072] | 86 |         } | 
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 | 87 |     } | 
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 | 88 |  | 
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 | 89 |     void Model::changedShadows() | 
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 | 90 |     { | 
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 | 91 |         this->mesh_.setCastShadows(this->bCastShadows_); | 
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 | 92 |     } | 
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 | 93 |  | 
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 | 94 |     void Model::changedVisibility() | 
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 | 95 |     { | 
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 | 96 |         SUPER(Model, changedVisibility); | 
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 | 97 |  | 
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 | 98 |         this->mesh_.setVisible(this->isVisible()); | 
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 | 99 |     } | 
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 | 100 | } | 
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