[1505] | 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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[3196] | 31 | #include <cassert> |
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[1505] | 32 | #include <sstream> |
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[3196] | 33 | #include <string> |
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[2662] | 34 | #include <OgreEntity.h> |
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[1505] | 35 | #include <OgreSceneManager.h> |
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| 36 | |
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[2087] | 37 | #include "util/Convert.h" |
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[3196] | 38 | #include "core/GameMode.h" |
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[2087] | 39 | |
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[1505] | 40 | namespace orxonox |
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| 41 | { |
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| 42 | unsigned int Mesh::meshCounter_s = 0; |
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| 43 | |
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[2087] | 44 | Mesh::Mesh() |
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[1505] | 45 | { |
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[2087] | 46 | this->entity_ = 0; |
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| 47 | this->bCastShadows_ = true; |
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[1505] | 48 | } |
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| 49 | |
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[2087] | 50 | Mesh::~Mesh() |
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[1505] | 51 | { |
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[2087] | 52 | if (this->entity_ && this->scenemanager_) |
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| 53 | this->scenemanager_->destroyEntity(this->entity_); |
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[1505] | 54 | } |
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| 55 | |
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[2087] | 56 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) |
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[1505] | 57 | { |
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[2087] | 58 | assert(scenemanager); |
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| 59 | |
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| 60 | this->scenemanager_ = scenemanager; |
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| 61 | |
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| 62 | if (this->entity_) |
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| 63 | this->scenemanager_->destroyEntity(this->entity_); |
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| 64 | |
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[2896] | 65 | if (GameMode::showsGraphics()) |
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[2087] | 66 | { |
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| 67 | try |
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| 68 | { |
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[3280] | 69 | this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); |
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[2087] | 70 | this->entity_->setCastShadows(this->bCastShadows_); |
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[2870] | 71 | |
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[5695] | 72 | #if OGRE_VERSION < 0x010600 |
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[2867] | 73 | this->entity_->setNormaliseNormals(true); |
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[2870] | 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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[5695] | 81 | #endif |
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[2087] | 82 | } |
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| 83 | catch (...) |
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| 84 | { |
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[6412] | 85 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << '"' << std::endl; |
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[2171] | 86 | this->entity_ = 0; |
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[2087] | 87 | } |
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| 88 | } |
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[1505] | 89 | } |
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[2087] | 90 | |
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| 91 | void Mesh::setCastShadows(bool bCastShadows) |
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| 92 | { |
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| 93 | this->bCastShadows_ = bCastShadows; |
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| 94 | if (this->entity_) |
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| 95 | this->entity_->setCastShadows(this->bCastShadows_); |
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| 96 | } |
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| 97 | |
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| 98 | const std::string& Mesh::getName() const |
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| 99 | { |
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| 100 | if (this->entity_) |
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| 101 | return this->entity_->getName(); |
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| 102 | else |
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| 103 | return BLANKSTRING; |
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| 104 | } |
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| 105 | |
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| 106 | void Mesh::setVisible(bool bVisible) |
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| 107 | { |
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| 108 | if (this->entity_) |
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| 109 | this->entity_->setVisible(bVisible); |
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| 110 | } |
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| 111 | |
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| 112 | bool Mesh::isVisible() const |
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| 113 | { |
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| 114 | if (this->entity_) |
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| 115 | return this->entity_->getVisible(); |
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| 116 | else |
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| 117 | return false; |
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| 118 | } |
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[1505] | 119 | } |
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