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 | |
---|
40 | namespace 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 | #if OGRE_VERSION < 0x010600 |
---|
73 | this->entity_->setNormaliseNormals(true); |
---|
74 | /* |
---|
75 | Excerpt from Ogre forum: |
---|
76 | "Note that the above is only for the fixed function pipeline. |
---|
77 | If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." |
---|
78 | |
---|
79 | I don't know exactly what this means, but I put this here if there will be problems with shaders. |
---|
80 | */ |
---|
81 | #endif |
---|
82 | } |
---|
83 | catch (...) |
---|
84 | { |
---|
85 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << '"' << std::endl; |
---|
86 | this->entity_ = 0; |
---|
87 | } |
---|
88 | } |
---|
89 | } |
---|
90 | |
---|
91 | void Mesh::setCastShadows(bool bCastShadows) |
---|
92 | { |
---|
93 | this->bCastShadows_ = bCastShadows; |
---|
94 | if (this->entity_) |
---|
95 | this->entity_->setCastShadows(this->bCastShadows_); |
---|
96 | } |
---|
97 | |
---|
98 | const std::string& Mesh::getName() const |
---|
99 | { |
---|
100 | if (this->entity_) |
---|
101 | return this->entity_->getName(); |
---|
102 | else |
---|
103 | return BLANKSTRING; |
---|
104 | } |
---|
105 | |
---|
106 | void Mesh::setVisible(bool bVisible) |
---|
107 | { |
---|
108 | if (this->entity_) |
---|
109 | this->entity_->setVisible(bVisible); |
---|
110 | } |
---|
111 | |
---|
112 | bool Mesh::isVisible() const |
---|
113 | { |
---|
114 | if (this->entity_) |
---|
115 | return this->entity_->getVisible(); |
---|
116 | else |
---|
117 | return false; |
---|
118 | } |
---|
119 | } |
---|