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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29 | #include "Model.h" |
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30 | |
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31 | #include <OgreEntity.h> |
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32 | |
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33 | #include "core/CoreIncludes.h" |
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34 | #include "core/GameMode.h" |
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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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42 | Model::Model(BaseObject* creator) : StaticEntity(creator) |
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43 | { |
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44 | RegisterObject(Model); |
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45 | |
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46 | this->bCastShadows_ = true; |
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47 | |
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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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54 | this->detachOgreObject(this->mesh_.getEntity()); |
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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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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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69 | } |
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70 | |
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71 | void Model::changedMesh() |
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72 | { |
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73 | if (GameMode::showsGraphics()) |
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74 | { |
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75 | if (this->mesh_.getEntity()) |
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76 | this->detachOgreObject(this->mesh_.getEntity()); |
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77 | |
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78 | this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); |
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79 | |
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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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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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