| 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 <cassert> | 
|---|
| 32 | #include <sstream> | 
|---|
| 33 | #include <string> | 
|---|
| 34 | #include <OgreEntity.h> | 
|---|
| 35 | #include <OgreSceneManager.h> | 
|---|
| 36 |  | 
|---|
| 37 | #include "util/Convert.h" | 
|---|
| 38 | #include "core/GameMode.h" | 
|---|
| 39 |  | 
|---|
| 40 | namespace orxonox | 
|---|
| 41 | { | 
|---|
| 42 |     unsigned int Mesh::meshCounter_s = 0; | 
|---|
| 43 |  | 
|---|
| 44 |     Mesh::Mesh() | 
|---|
| 45 |     { | 
|---|
| 46 |         this->entity_ = 0; | 
|---|
| 47 |         this->bCastShadows_ = true; | 
|---|
| 48 |     } | 
|---|
| 49 |  | 
|---|
| 50 |     Mesh::~Mesh() | 
|---|
| 51 |     { | 
|---|
| 52 |         if (this->entity_ && this->scenemanager_) | 
|---|
| 53 |             this->scenemanager_->destroyEntity(this->entity_); | 
|---|
| 54 |     } | 
|---|
| 55 |  | 
|---|
| 56 |     void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) | 
|---|
| 57 |     { | 
|---|
| 58 |         assert(scenemanager); | 
|---|
| 59 |  | 
|---|
| 60 |         this->scenemanager_ = scenemanager; | 
|---|
| 61 |  | 
|---|
| 62 |         if (this->entity_) | 
|---|
| 63 |             this->scenemanager_->destroyEntity(this->entity_); | 
|---|
| 64 |  | 
|---|
| 65 |         if (GameMode::showsGraphics()) | 
|---|
| 66 |         { | 
|---|
| 67 |             try | 
|---|
| 68 |             { | 
|---|
| 69 |                 this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); | 
|---|
| 70 |                 this->entity_->setCastShadows(this->bCastShadows_); | 
|---|
| 71 |             } | 
|---|
| 72 |             catch (...) | 
|---|
| 73 |             { | 
|---|
| 74 |                 COUT(1) << "Error: Couln't load mesh \"" << meshsource << '"' << std::endl; | 
|---|
| 75 |                 this->entity_ = 0; | 
|---|
| 76 |             } | 
|---|
| 77 |         } | 
|---|
| 78 |     } | 
|---|
| 79 |  | 
|---|
| 80 |     void Mesh::setCastShadows(bool bCastShadows) | 
|---|
| 81 |     { | 
|---|
| 82 |         this->bCastShadows_ = bCastShadows; | 
|---|
| 83 |         if (this->entity_) | 
|---|
| 84 |             this->entity_->setCastShadows(this->bCastShadows_); | 
|---|
| 85 |     } | 
|---|
| 86 |  | 
|---|
| 87 |     const std::string& Mesh::getName() const | 
|---|
| 88 |     { | 
|---|
| 89 |         if (this->entity_) | 
|---|
| 90 |             return this->entity_->getName(); | 
|---|
| 91 |         else | 
|---|
| 92 |             return BLANKSTRING; | 
|---|
| 93 |     } | 
|---|
| 94 |  | 
|---|
| 95 |     void Mesh::setVisible(bool bVisible) | 
|---|
| 96 |     { | 
|---|
| 97 |         if (this->entity_) | 
|---|
| 98 |             this->entity_->setVisible(bVisible); | 
|---|
| 99 |     } | 
|---|
| 100 |  | 
|---|
| 101 |     bool Mesh::isVisible() const | 
|---|
| 102 |     { | 
|---|
| 103 |         if (this->entity_) | 
|---|
| 104 |             return this->entity_->getVisible(); | 
|---|
| 105 |         else | 
|---|
| 106 |             return false; | 
|---|
| 107 |     } | 
|---|
| 108 | } | 
|---|