| 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 "Mesh.h" | 
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| 30 |  | 
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| 31 | #include <cassert> | 
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| 32 | #include <sstream> | 
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| 33 | #include <string> | 
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| 34 | #include <OgreEntity.h> | 
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| 35 | #include <OgreSceneManager.h> | 
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| 36 |  | 
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| 37 | #include "util/Convert.h" | 
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| 38 | #include "util/StringUtils.h" | 
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| 39 | #include "core/GameMode.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 (GameMode::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" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); | 
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| 71 |                 this->entity_->setCastShadows(this->bCastShadows_); | 
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| 72 |  | 
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| 73 | #if OGRE_VERSION < 0x010600 | 
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| 74 |                 this->entity_->setNormaliseNormals(true); | 
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| 75 |                 /* | 
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| 76 |                     Excerpt from Ogre forum: | 
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| 77 |                     "Note that the above is only for the fixed function pipeline. | 
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| 78 |                     If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." | 
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| 79 |  | 
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| 80 |                     I don't know exactly what this means, but I put this here if there will be problems with shaders. | 
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| 81 |                 */ | 
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| 82 | #endif | 
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| 83 |             } | 
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| 84 |             catch (...) | 
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| 85 |             { | 
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| 86 |                 COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; | 
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| 87 |                 this->entity_ = 0; | 
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| 88 |             } | 
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| 89 |         } | 
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| 90 |     } | 
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| 91 |  | 
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| 92 |     void Mesh::setCastShadows(bool bCastShadows) | 
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| 93 |     { | 
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| 94 |         this->bCastShadows_ = bCastShadows; | 
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| 95 |         if (this->entity_) | 
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| 96 |             this->entity_->setCastShadows(this->bCastShadows_); | 
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| 97 |     } | 
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| 98 |  | 
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| 99 |     const std::string& Mesh::getName() const | 
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| 100 |     { | 
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| 101 |         if (this->entity_) | 
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| 102 |             return this->entity_->getName(); | 
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| 103 |         else | 
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| 104 |             return BLANKSTRING; | 
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| 105 |     } | 
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| 106 |  | 
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| 107 |     void Mesh::setVisible(bool bVisible) | 
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| 108 |     { | 
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| 109 |         if (this->entity_) | 
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| 110 |             this->entity_->setVisible(bVisible); | 
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| 111 |     } | 
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| 112 |  | 
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| 113 |     bool Mesh::isVisible() const | 
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| 114 |     { | 
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| 115 |         if (this->entity_) | 
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| 116 |             return this->entity_->getVisible(); | 
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| 117 |         else | 
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| 118 |             return false; | 
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| 119 |     } | 
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| 120 | } | 
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