/* * 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: * ... * */ #ifndef _Mesh_H__ #define _Mesh_H__ #include "OrxonoxPrereqs.h" #include #include namespace orxonox { class _OrxonoxExport Mesh { public: Mesh(); ~Mesh(); void setMeshSource(Ogre::SceneManager* scenemanager, const std::string& file); inline Ogre::Entity* getEntity() { return this->entity_; } const std::string& getName() const; void setVisible(bool bVisible); bool isVisible() const; void setCastShadows(bool bCastShadows); inline bool getCastShadows() const { return this->bCastShadows_; } private: Ogre::Entity* entity_; bool bCastShadows_; Ogre::SceneManager* scenemanager_; static unsigned int meshCounter_s; }; } #endif /* _Mesh_H__ */