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source: code/trunk/src/orxonox/objects/worldentities/Model.cc @ 2938

Last change on this file since 2938 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 2.9 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
31#include <OgreEntity.h>
32#include "Model.h"
33#include "core/GameMode.h"
34#include "core/CoreIncludes.h"
35#include "core/XMLPort.h"
36#include "objects/Scene.h"
37
38namespace orxonox
39{
40    CreateFactory(Model);
41
42    Model::Model(BaseObject* creator) : StaticEntity(creator)
43    {
44        RegisterObject(Model);
45
46        this->bCastShadows_ = true;
47
48        this->registerVariables();
49    }
50
51    Model::~Model()
52    {
53        if (this->isInitialized() && this->mesh_.getEntity())
54            this->detachOgreObject(this->mesh_.getEntity());
55    }
56
57    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
58    {
59        SUPER(Model, XMLPort, xmlelement, mode);
60
61        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
62        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
63    }
64
65    void Model::registerVariables()
66    {
67        registerVariable(this->meshSrc_,    variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedMesh));
68        registerVariable(this->bCastShadows_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedShadows));
69    }
70
71    void Model::changedMesh()
72    {
73        if (GameMode::showsGraphics())
74        {
75            if (this->mesh_.getEntity())
76                this->detachOgreObject(this->mesh_.getEntity());
77
78            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
79
80            if (this->mesh_.getEntity())
81            {
82                this->attachOgreObject(this->mesh_.getEntity());
83                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
84                this->mesh_.setVisible(this->isVisible());
85            }
86        }
87    }
88
89    void Model::changedShadows()
90    {
91        this->mesh_.setCastShadows(this->bCastShadows_);
92    }
93
94    void Model::changedVisibility()
95    {
96        SUPER(Model, changedVisibility);
97
98        this->mesh_.setVisible(this->isVisible());
99    }
100}
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