[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 "OrxonoxStableHeaders.h" |
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| 30 | #include "Mesh.h" |
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| 31 | |
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| 32 | #include <sstream> |
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[2662] | 33 | #include <OgreEntity.h> |
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[1505] | 34 | #include <OgreSceneManager.h> |
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[2087] | 35 | #include <cassert> |
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[1505] | 36 | |
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[2087] | 37 | #include "core/Core.h" |
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| 38 | #include "util/Convert.h" |
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| 39 | #include "util/String.h" |
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| 40 | |
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[1505] | 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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[2087] | 45 | Mesh::Mesh() |
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[1505] | 46 | { |
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[2087] | 47 | this->entity_ = 0; |
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| 48 | this->bCastShadows_ = true; |
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[1505] | 49 | } |
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| 50 | |
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[2087] | 51 | Mesh::~Mesh() |
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[1505] | 52 | { |
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[2087] | 53 | if (this->entity_ && this->scenemanager_) |
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| 54 | this->scenemanager_->destroyEntity(this->entity_); |
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[1505] | 55 | } |
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| 56 | |
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[2087] | 57 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) |
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[1505] | 58 | { |
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[2087] | 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 (Core::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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[2870] | 72 | |
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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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[2087] | 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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[2171] | 85 | this->entity_ = 0; |
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[2087] | 86 | } |
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| 87 | } |
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[1505] | 88 | } |
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[2087] | 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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[1505] | 118 | } |
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