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source: code/branches/core6/src/libraries/tools/Mesh.cc @ 10231

Last change on this file since 10231 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • 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 "Mesh.h"
30
31#include <cassert>
32#include <sstream>
33#include <string>
34#include <OgreEntity.h>
35#include <OgreSceneManager.h>
36
37#include "util/Convert.h"
38#include "core/GameMode.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 (GameMode::showsGraphics())
66        {
67            try
68            {
69                this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource);
70                this->entity_->setCastShadows(this->bCastShadows_);
71            }
72            catch (...)
73            {
74                orxout(internal_error) << "Couldn't load mesh \"" << meshsource << '"' << endl;
75                this->entity_ = 0;
76            }
77        }
78    }
79
80    void Mesh::setCastShadows(bool bCastShadows)
81    {
82        this->bCastShadows_ = bCastShadows;
83        if (this->entity_)
84            this->entity_->setCastShadows(this->bCastShadows_);
85    }
86
87    const std::string& Mesh::getName() const
88    {
89        if (this->entity_)
90            return this->entity_->getName();
91        else
92            return BLANKSTRING;
93    }
94
95    void Mesh::setVisible(bool bVisible)
96    {
97        if (this->entity_)
98            this->entity_->setVisible(bVisible);
99    }
100
101    bool Mesh::isVisible() const
102    {
103        if (this->entity_)
104            return this->entity_->getVisible();
105        else
106            return false;
107    }
108}
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