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source: code/branches/resource2/src/orxonox/tools/Mesh.cc @ 3374

Last change on this file since 3374 was 3280, checked in by rgrieder, 15 years ago

Merged most of the core4 revisions back to the trunk except for:

  • orxonox_cast
  • all the radical changes in the input library
  • Property svn:eol-style set to native
File size: 3.3 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 "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 "util/StringUtils.h"
39#include "core/GameMode.h"
40
41namespace orxonox
42{
43    unsigned int Mesh::meshCounter_s = 0;
44
45    Mesh::Mesh()
46    {
47        this->entity_ = 0;
48        this->bCastShadows_ = true;
49    }
50
51    Mesh::~Mesh()
52    {
53        if (this->entity_ && this->scenemanager_)
54            this->scenemanager_->destroyEntity(this->entity_);
55    }
56
57    void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource)
58    {
59        assert(scenemanager);
60
61        this->scenemanager_ = scenemanager;
62
63        if (this->entity_)
64            this->scenemanager_->destroyEntity(this->entity_);
65
66        if (GameMode::showsGraphics())
67        {
68            try
69            {
70                this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource);
71                this->entity_->setCastShadows(this->bCastShadows_);
72
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            }
82            catch (...)
83            {
84                COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
85                this->entity_ = 0;
86            }
87        }
88    }
89
90    void Mesh::setCastShadows(bool bCastShadows)
91    {
92        this->bCastShadows_ = bCastShadows;
93        if (this->entity_)
94            this->entity_->setCastShadows(this->bCastShadows_);
95    }
96
97    const std::string& Mesh::getName() const
98    {
99        if (this->entity_)
100            return this->entity_->getName();
101        else
102            return BLANKSTRING;
103    }
104
105    void Mesh::setVisible(bool bVisible)
106    {
107        if (this->entity_)
108            this->entity_->setVisible(bVisible);
109    }
110
111    bool Mesh::isVisible() const
112    {
113        if (this->entity_)
114            return this->entity_->getVisible();
115        else
116            return false;
117    }
118}
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