/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Mesh.h" #include #include #include #include #include "util/Convert.h" #include "util/String.h" #include "core/GameMode.h" namespace orxonox { unsigned int Mesh::meshCounter_s = 0; Mesh::Mesh() { this->entity_ = 0; this->bCastShadows_ = true; } Mesh::~Mesh() { if (this->entity_ && this->scenemanager_) this->scenemanager_->destroyEntity(this->entity_); } void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) { assert(scenemanager); this->scenemanager_ = scenemanager; if (this->entity_) this->scenemanager_->destroyEntity(this->entity_); if (GameMode::showsGraphics()) { try { this->entity_ = this->scenemanager_->createEntity("Mesh" + convertToString(Mesh::meshCounter_s++), meshsource); this->entity_->setCastShadows(this->bCastShadows_); this->entity_->setNormaliseNormals(true); /* Excerpt from Ogre forum: "Note that the above is only for the fixed function pipeline. If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." I don't know exactly what this means, but I put this here if there will be problems with shaders. */ } catch (...) { COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; this->entity_ = 0; } } } void Mesh::setCastShadows(bool bCastShadows) { this->bCastShadows_ = bCastShadows; if (this->entity_) this->entity_->setCastShadows(this->bCastShadows_); } const std::string& Mesh::getName() const { if (this->entity_) return this->entity_->getName(); else return BLANKSTRING; } void Mesh::setVisible(bool bVisible) { if (this->entity_) this->entity_->setVisible(bVisible); } bool Mesh::isVisible() const { if (this->entity_) return this->entity_->getVisible(); else return false; } }