| 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 |  | 
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| 31 | #include <OgreEntity.h> | 
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| 32 | #include <OgreMaterialManager.h> | 
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| 33 | #include "Model.h" | 
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| 34 | #include "core/GameMode.h" | 
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| 35 | #include "core/CoreIncludes.h" | 
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| 36 | #include "core/XMLPort.h" | 
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| 37 | #include "objects/Scene.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 |     CreateFactory(Model); | 
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| 42 |  | 
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| 43 |     Model::Model(BaseObject* creator) : StaticEntity(creator) | 
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| 44 |     { | 
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| 45 |         RegisterObject(Model); | 
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| 46 |  | 
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| 47 |         this->bCastShadows_ = true; | 
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| 48 |  | 
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| 49 |         this->registerVariables(); | 
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| 50 |     } | 
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| 51 |  | 
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| 52 |     Model::~Model() | 
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| 53 |     { | 
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| 54 |         if (this->isInitialized() && this->mesh_.getEntity()) | 
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| 55 |             this->detachOgreObject(this->mesh_.getEntity()); | 
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| 56 |     } | 
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| 57 |  | 
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| 58 |     void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 59 |     { | 
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| 60 |         SUPER(Model, XMLPort, xmlelement, mode); | 
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| 61 |  | 
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| 62 |         XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); | 
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| 63 |         XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); | 
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| 64 |  | 
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| 65 |         //HACK | 
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| 66 |         if (true)//this->meshSrc_ == "assasdfff.mesh") | 
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| 67 |         { | 
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| 68 |             this->mesh_.getEntity()->setMaterialName("ToonShader"); | 
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| 69 |             static bool load = true; | 
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| 70 |              | 
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| 71 |             if (load) | 
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| 72 |             { | 
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| 73 |                 Ogre::MaterialPtr matPtr = Ogre::MaterialManager::getSingleton().getByName("ToonShader"); | 
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| 74 |                 if (!matPtr.isNull()) { | 
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| 75 |                 // is this necessary to do here? Someday try it without | 
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| 76 |                     matPtr->compile(); | 
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| 77 |                     matPtr->load(); | 
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| 78 |                 } | 
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| 79 |                 else | 
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| 80 |                     COUT(0) << "frakking shader\n"; | 
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| 81 |                  | 
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| 82 |                 COUT(0) << "shiiit\n"; | 
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| 83 |  | 
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| 84 |                 //Ogre::MaterialManager& mm = Ogre::MaterialManager::getSingleton(); | 
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| 85 |                //Ogre::Material* m = Ogre::Material*(Ogre::MaterialManager::getSingleton().getByName("ToonShader")); | 
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| 86 |                 load = false; | 
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| 87 |             } | 
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| 88 |         } | 
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| 89 |     } | 
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| 90 |  | 
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| 91 |     void Model::registerVariables() | 
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| 92 |     { | 
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| 93 |         registerVariable(this->meshSrc_,    variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedMesh)); | 
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| 94 |         registerVariable(this->bCastShadows_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedShadows)); | 
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| 95 |     } | 
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| 96 |  | 
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| 97 |     void Model::changedMesh() | 
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| 98 |     { | 
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| 99 |         if (GameMode::showsGraphics()) | 
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| 100 |         { | 
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| 101 |             if (this->mesh_.getEntity()) | 
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| 102 |                 this->detachOgreObject(this->mesh_.getEntity()); | 
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| 103 |  | 
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| 104 |             this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); | 
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| 105 |  | 
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| 106 |             if (this->mesh_.getEntity()) | 
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| 107 |             { | 
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| 108 |                 this->attachOgreObject(this->mesh_.getEntity()); | 
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| 109 |                 this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); | 
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| 110 |                 this->mesh_.setVisible(this->isVisible()); | 
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| 111 |             } | 
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| 112 |         } | 
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| 113 |         if (true)//this->meshSrc_ == "assasdfff.mesh") | 
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| 114 |         { | 
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| 115 |             this->mesh_.getEntity()->setMaterialName("ToonShader"); | 
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| 116 |         } | 
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| 117 |     } | 
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| 118 |  | 
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| 119 |     void Model::changedShadows() | 
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| 120 |     { | 
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| 121 |         this->mesh_.setCastShadows(this->bCastShadows_); | 
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| 122 |     } | 
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| 123 |  | 
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| 124 |     void Model::changedVisibility() | 
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| 125 |     { | 
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| 126 |         SUPER(Model, changedVisibility); | 
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| 127 |  | 
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| 128 |         this->mesh_.setVisible(this->isVisible()); | 
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| 129 |     } | 
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| 130 | } | 
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