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 "Mesh.h" |
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30 | |
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31 | #include <cassert> |
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32 | #include <sstream> |
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33 | #include <string> |
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34 | #include <OgreEntity.h> |
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35 | #include <OgreSceneManager.h> |
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36 | |
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37 | #include "util/Convert.h" |
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38 | #include "util/String.h" |
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39 | #include "core/GameMode.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | unsigned int Mesh::meshCounter_s = 0; |
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44 | |
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45 | Mesh::Mesh() |
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46 | { |
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47 | this->entity_ = 0; |
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48 | this->bCastShadows_ = true; |
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49 | } |
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50 | |
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51 | Mesh::~Mesh() |
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52 | { |
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53 | if (this->entity_ && this->scenemanager_) |
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54 | this->scenemanager_->destroyEntity(this->entity_); |
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55 | } |
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56 | |
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57 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) |
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58 | { |
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59 | assert(scenemanager); |
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60 | |
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61 | this->scenemanager_ = scenemanager; |
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62 | |
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63 | if (this->entity_) |
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64 | this->scenemanager_->destroyEntity(this->entity_); |
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65 | |
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66 | if (GameMode::showsGraphics()) |
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67 | { |
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68 | try |
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69 | { |
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70 | this->entity_ = this->scenemanager_->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource); |
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71 | this->entity_->setCastShadows(this->bCastShadows_); |
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72 | |
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73 | this->entity_->setNormaliseNormals(true); |
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74 | /* |
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75 | Excerpt from Ogre forum: |
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76 | "Note that the above is only for the fixed function pipeline. |
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77 | If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." |
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78 | |
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79 | I don't know exactly what this means, but I put this here if there will be problems with shaders. |
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80 | */ |
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81 | } |
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82 | catch (...) |
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83 | { |
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84 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; |
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85 | this->entity_ = 0; |
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86 | } |
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87 | } |
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88 | } |
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89 | |
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90 | void Mesh::setCastShadows(bool bCastShadows) |
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91 | { |
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92 | this->bCastShadows_ = bCastShadows; |
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93 | if (this->entity_) |
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94 | this->entity_->setCastShadows(this->bCastShadows_); |
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95 | } |
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96 | |
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97 | const std::string& Mesh::getName() const |
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98 | { |
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99 | if (this->entity_) |
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100 | return this->entity_->getName(); |
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101 | else |
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102 | return BLANKSTRING; |
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103 | } |
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104 | |
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105 | void Mesh::setVisible(bool bVisible) |
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106 | { |
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107 | if (this->entity_) |
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108 | this->entity_->setVisible(bVisible); |
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109 | } |
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110 | |
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111 | bool Mesh::isVisible() const |
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112 | { |
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113 | if (this->entity_) |
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114 | return this->entity_->getVisible(); |
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115 | else |
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116 | return false; |
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117 | } |
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118 | } |
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