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source: code/branches/objecthierarchy/src/orxonox/tools/Mesh.cc @ 2020

Last change on this file since 2020 was 2019, checked in by landauf, 16 years ago

many changes, most important: BaseObject takes now a pointer to it's creator which is needed to build a level hierarchy (with different scenes)

  • Property svn:eol-style set to native
File size: 2.7 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 *      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 "GraphicsEngine.h"
38#include "util/Convert.h"
39#include "util/String.h"
40
41namespace orxonox
42{
43    unsigned int Mesh::meshCounter_s = 0;
44
45    Mesh::Mesh()
46    {
47        this->entity_ = 0;
48        this->bCastShadows_ = true;
49    }
50
51    Mesh::~Mesh()
52    {
53        if (this->entity_ && this->scenemanager_)
54            this->scenemanager_->destroyEntity(this->entity_);
55    }
56
57    void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource)
58    {
59        assert(scenemanager);
60
61        this->scenemanager_ = scenemanager;
62
63        if (this->entity_)
64            this->scenemanager_->destroyEntity(this->entity_);
65
66        try
67        {
68            this->entity_ = this->scenemanager_->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource);
69            this->entity_->setCastShadows(this->bCastShadows_);
70        }
71        catch (...)
72        {
73            COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
74        }
75    }
76
77    void Mesh::setCastShadows(bool bCastShadows)
78    {
79        this->bCastShadows_ = bCastShadows;
80        if (this->entity_)
81            this->entity_->setCastShadows(this->bCastShadows_);
82    }
83
84    const std::string& Mesh::getName() const
85    {
86        if (this->entity_)
87            return this->entity_->getName();
88        else
89            return BLANKSTRING;
90    }
91
92    void Mesh::setVisible(bool bVisible)
93    {
94        if (this->entity_)
95            this->entity_->setVisible(bVisible);
96    }
97
98    bool Mesh::isVisible() const
99    {
100        if (this->entity_)
101            return this->entity_->getVisible();
102        else
103            return false;
104    }
105}
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