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source: code/trunk/src/orxonox/tools/Mesh.cc @ 5698

Last change on this file since 5698 was 5695, checked in by rgrieder, 15 years ago

Merged resource2 branch back to trunk.

IMPORTANT NOTE:
Upon this merge you need to specifically call your data directory "data_extern" when checking it out (when you don't provide a name, it will be just called 'trunk').
The new CMake variable is EXTERNAL_DATA_DIRECTORY. DATA_DIRECTORY now points to the one the source part of the repository.
UPDATE YOUR DATA DIRECTORY AS WELL!!!

  • 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
[3196]31#include <cassert>
[1505]32#include <sstream>
[3196]33#include <string>
[2662]34#include <OgreEntity.h>
[1505]35#include <OgreSceneManager.h>
36
[2087]37#include "util/Convert.h"
[3280]38#include "util/StringUtils.h"
[3196]39#include "core/GameMode.h"
[2087]40
[1505]41namespace orxonox
42{
43    unsigned int Mesh::meshCounter_s = 0;
44
[2087]45    Mesh::Mesh()
[1505]46    {
[2087]47        this->entity_ = 0;
48        this->bCastShadows_ = true;
[1505]49    }
50
[2087]51    Mesh::~Mesh()
[1505]52    {
[2087]53        if (this->entity_ && this->scenemanager_)
54            this->scenemanager_->destroyEntity(this->entity_);
[1505]55    }
56
[2087]57    void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource)
[1505]58    {
[2087]59        assert(scenemanager);
60
61        this->scenemanager_ = scenemanager;
62
63        if (this->entity_)
64            this->scenemanager_->destroyEntity(this->entity_);
65
[2896]66        if (GameMode::showsGraphics())
[2087]67        {
68            try
69            {
[3280]70                this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource);
[2087]71                this->entity_->setCastShadows(this->bCastShadows_);
[2870]72
[5695]73#if OGRE_VERSION < 0x010600
[2867]74                this->entity_->setNormaliseNormals(true);
[2870]75                /*
76                    Excerpt from Ogre forum:
77                    "Note that the above is only for the fixed function pipeline.
78                    If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader."
79
80                    I don't know exactly what this means, but I put this here if there will be problems with shaders.
81                */
[5695]82#endif
[2087]83            }
84            catch (...)
85            {
86                COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl;
[2171]87                this->entity_ = 0;
[2087]88            }
89        }
[1505]90    }
[2087]91
92    void Mesh::setCastShadows(bool bCastShadows)
93    {
94        this->bCastShadows_ = bCastShadows;
95        if (this->entity_)
96            this->entity_->setCastShadows(this->bCastShadows_);
97    }
98
99    const std::string& Mesh::getName() const
100    {
101        if (this->entity_)
102            return this->entity_->getName();
103        else
104            return BLANKSTRING;
105    }
106
107    void Mesh::setVisible(bool bVisible)
108    {
109        if (this->entity_)
110            this->entity_->setVisible(bVisible);
111    }
112
113    bool Mesh::isVisible() const
114    {
115        if (this->entity_)
116            return this->entity_->getVisible();
117        else
118            return false;
119    }
[1505]120}
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