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source: code/branches/shaders/src/libraries/tools/Mesh.cc @ 10241

Last change on this file since 10241 was 9401, checked in by davidsa, 12 years ago

Orxonox::Mesh: Added functions setMaterial() and getMaterial() to easily attach a material/shader to a Mesh via the provided functions in Ogre::Entity and Ogre::SubEntity

  • Property svn:eol-style set to native
File size: 3.4 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 <OgreSubEntity.h>
36#include <OgreSceneManager.h>
37
38#include "util/Convert.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            catch (...)
74            {
75                orxout(internal_error) << "Couldn't load mesh \"" << meshsource << '"' << endl;
76                this->entity_ = 0;
77            }
78        }
79    }
80
81    void Mesh::setCastShadows(bool bCastShadows)
82    {
83        this->bCastShadows_ = bCastShadows;
84        if (this->entity_)
85            this->entity_->setCastShadows(this->bCastShadows_);
86    }
87
88    const std::string& Mesh::getName() const
89    {
90        if (this->entity_)
91            return this->entity_->getName();
92        else
93            return BLANKSTRING;
94    }
95
96    void Mesh::setMaterial(const std::string& name)
97    {
98        if (this->entity_)
99            this->entity_->setMaterialName(name);
100    }
101
102    const std::string& Mesh::getMaterial() const
103    {
104        if (this->entity_)
105        {
106            if(this->entity_->getSubEntity(0))
107                return this->entity_->getSubEntity(0)->getMaterialName(); //return the Material of the first SubEntity, should be enough for now
108            else
109                return BLANKSTRING;
110        }
111        else
112            return BLANKSTRING;
113    }
114
115    void Mesh::setVisible(bool bVisible)
116    {
117        if (this->entity_)
118            this->entity_->setVisible(bVisible);
119    }
120
121    bool Mesh::isVisible() const
122    {
123        if (this->entity_)
124            return this->entity_->getVisible();
125        else
126            return false;
127    }
128}
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