| [1505] | 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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| [3196] | 31 | #include <cassert> | 
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| [1505] | 32 | #include <sstream> | 
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| [3196] | 33 | #include <string> | 
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| [2662] | 34 | #include <OgreEntity.h> | 
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| [1505] | 35 | #include <OgreSceneManager.h> | 
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 | 36 |  | 
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| [2087] | 37 | #include "util/Convert.h" | 
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| [3196] | 38 | #include "core/GameMode.h" | 
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| [2087] | 39 |  | 
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| [1505] | 40 | namespace orxonox | 
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 | 41 | { | 
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 | 42 |     unsigned int Mesh::meshCounter_s = 0; | 
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 | 43 |  | 
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| [2087] | 44 |     Mesh::Mesh() | 
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| [1505] | 45 |     { | 
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| [2087] | 46 |         this->entity_ = 0; | 
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 | 47 |         this->bCastShadows_ = true; | 
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| [1505] | 48 |     } | 
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 | 49 |  | 
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| [2087] | 50 |     Mesh::~Mesh() | 
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| [1505] | 51 |     { | 
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| [2087] | 52 |         if (this->entity_ && this->scenemanager_) | 
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 | 53 |             this->scenemanager_->destroyEntity(this->entity_); | 
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| [1505] | 54 |     } | 
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 | 55 |  | 
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| [2087] | 56 |     void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) | 
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| [1505] | 57 |     { | 
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| [2087] | 58 |         assert(scenemanager); | 
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 | 59 |  | 
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 | 60 |         this->scenemanager_ = scenemanager; | 
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 | 61 |  | 
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 | 62 |         if (this->entity_) | 
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 | 63 |             this->scenemanager_->destroyEntity(this->entity_); | 
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 | 64 |  | 
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| [2896] | 65 |         if (GameMode::showsGraphics()) | 
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| [2087] | 66 |         { | 
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 | 67 |             try | 
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 | 68 |             { | 
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| [3280] | 69 |                 this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); | 
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| [2087] | 70 |                 this->entity_->setCastShadows(this->bCastShadows_); | 
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| [2870] | 71 |  | 
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| [5695] | 72 | #if OGRE_VERSION < 0x010600 | 
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| [2867] | 73 |                 this->entity_->setNormaliseNormals(true); | 
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| [2870] | 74 |                 /* | 
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 | 75 |                     Excerpt from Ogre forum: | 
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 | 76 |                     "Note that the above is only for the fixed function pipeline. | 
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 | 77 |                     If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." | 
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 | 78 |  | 
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 | 79 |                     I don't know exactly what this means, but I put this here if there will be problems with shaders. | 
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 | 80 |                 */ | 
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| [5695] | 81 | #endif | 
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| [2087] | 82 |             } | 
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 | 83 |             catch (...) | 
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 | 84 |             { | 
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| [6394] | 85 |                 COUT(1) << "Error: Couln't load mesh \"" << meshsource << '"' << std::endl; | 
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| [2171] | 86 |                 this->entity_ = 0; | 
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| [2087] | 87 |             } | 
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 | 88 |         } | 
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| [1505] | 89 |     } | 
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| [2087] | 90 |  | 
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 | 91 |     void Mesh::setCastShadows(bool bCastShadows) | 
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 | 92 |     { | 
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 | 93 |         this->bCastShadows_ = bCastShadows; | 
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 | 94 |         if (this->entity_) | 
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 | 95 |             this->entity_->setCastShadows(this->bCastShadows_); | 
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 | 96 |     } | 
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 | 97 |  | 
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 | 98 |     const std::string& Mesh::getName() const | 
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 | 99 |     { | 
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 | 100 |         if (this->entity_) | 
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 | 101 |             return this->entity_->getName(); | 
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 | 102 |         else | 
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 | 103 |             return BLANKSTRING; | 
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 | 104 |     } | 
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 | 105 |  | 
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 | 106 |     void Mesh::setVisible(bool bVisible) | 
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 | 107 |     { | 
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 | 108 |         if (this->entity_) | 
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 | 109 |             this->entity_->setVisible(bVisible); | 
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 | 110 |     } | 
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 | 111 |  | 
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 | 112 |     bool Mesh::isVisible() const | 
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 | 113 |     { | 
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 | 114 |         if (this->entity_) | 
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 | 115 |             return this->entity_->getVisible(); | 
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 | 116 |         else | 
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 | 117 |             return false; | 
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 | 118 |     } | 
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| [1505] | 119 | } | 
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