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source: code/trunk/src/libraries/tools/Mesh.cc @ 7183

Last change on this file since 7183 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • 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 "core/GameMode.h"
39
40namespace 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}
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