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source: code/trunk/src/orxonox/tools/Mesh.cc @ 3129

Last change on this file since 3129 was 3110, checked in by rgrieder, 16 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 3.3 KB
RevLine 
[1505]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 <sstream>
[2662]32#include <OgreEntity.h>
[1505]33#include <OgreSceneManager.h>
[2087]34#include <cassert>
[1505]35
[2896]36#include "core/GameMode.h"
[2087]37#include "util/Convert.h"
38#include "util/String.h"
39
[1505]40namespace orxonox
41{
42    unsigned int Mesh::meshCounter_s = 0;
43
[2087]44    Mesh::Mesh()
[1505]45    {
[2087]46        this->entity_ = 0;
47        this->bCastShadows_ = true;
[1505]48    }
49
[2087]50    Mesh::~Mesh()
[1505]51    {
[2087]52        if (this->entity_ && this->scenemanager_)
53            this->scenemanager_->destroyEntity(this->entity_);
[1505]54    }
55
[2087]56    void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource)
[1505]57    {
[2087]58        assert(scenemanager);
59
60        this->scenemanager_ = scenemanager;
61
62        if (this->entity_)
63            this->scenemanager_->destroyEntity(this->entity_);
64
[2896]65        if (GameMode::showsGraphics())
[2087]66        {
67            try
68            {
69                this->entity_ = this->scenemanager_->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource);
70                this->entity_->setCastShadows(this->bCastShadows_);
[2870]71
[2867]72                this->entity_->setNormaliseNormals(true);
[2870]73                /*
74                    Excerpt from Ogre forum:
75                    "Note that the above is only for the fixed function pipeline.
76                    If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader."
77
78                    I don't know exactly what this means, but I put this here if there will be problems with shaders.
79                */
[2087]80            }
81            catch (...)
82            {
83                COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
[2171]84                this->entity_ = 0;
[2087]85            }
86        }
[1505]87    }
[2087]88
89    void Mesh::setCastShadows(bool bCastShadows)
90    {
91        this->bCastShadows_ = bCastShadows;
92        if (this->entity_)
93            this->entity_->setCastShadows(this->bCastShadows_);
94    }
95
96    const std::string& Mesh::getName() const
97    {
98        if (this->entity_)
99            return this->entity_->getName();
100        else
101            return BLANKSTRING;
102    }
103
104    void Mesh::setVisible(bool bVisible)
105    {
106        if (this->entity_)
107            this->entity_->setVisible(bVisible);
108    }
109
110    bool Mesh::isVisible() const
111    {
112        if (this->entity_)
113            return this->entity_->getVisible();
114        else
115            return false;
116    }
[1505]117}
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