| 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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| 33 | #include <OgreEntity.h> |
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| 34 | #include <OgreSceneManager.h> |
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| 35 | #include <cassert> |
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| 36 | |
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| 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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| 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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| 45 | Mesh::Mesh() |
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| 46 | { |
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| 47 | this->entity_ = 0; |
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| 48 | this->bCastShadows_ = true; |
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| 49 | } |
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| 50 | |
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| 51 | Mesh::~Mesh() |
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| 52 | { |
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| 53 | if (this->entity_ && this->scenemanager_) |
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| 54 | this->scenemanager_->destroyEntity(this->entity_); |
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| 55 | } |
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| 56 | |
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| 57 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) |
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| 58 | { |
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| 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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| 72 | } |
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| 73 | catch (...) |
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| 74 | { |
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| 75 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; |
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| 76 | this->entity_ = 0; |
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| 77 | } |
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| 78 | } |
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| 79 | } |
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| 80 | |
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| 81 | void Mesh::setCastShadows(bool bCastShadows) |
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| 82 | { |
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| 83 | this->bCastShadows_ = bCastShadows; |
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| 84 | if (this->entity_) |
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| 85 | this->entity_->setCastShadows(this->bCastShadows_); |
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| 86 | } |
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| 87 | |
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| 88 | const std::string& Mesh::getName() const |
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| 89 | { |
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| 90 | if (this->entity_) |
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| 91 | return this->entity_->getName(); |
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| 92 | else |
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| 93 | return BLANKSTRING; |
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| 94 | } |
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| 95 | |
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| 96 | void Mesh::setVisible(bool bVisible) |
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| 97 | { |
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| 98 | if (this->entity_) |
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| 99 | this->entity_->setVisible(bVisible); |
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| 100 | } |
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| 101 | |
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| 102 | bool Mesh::isVisible() const |
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| 103 | { |
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| 104 | if (this->entity_) |
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| 105 | return this->entity_->getVisible(); |
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| 106 | else |
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| 107 | return false; |
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| 108 | } |
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| 109 | } |
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