/* * 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 "Model.h" #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "Scene.h" #include "graphics/MeshLodInformation.h" #include "Level.h" namespace orxonox { CreateFactory(Model); Model::Model(BaseObject* creator) : StaticEntity(creator) { RegisterObject(Model); this->bCastShadows_ = true; this->registerVariables(); //LoD this->lodLevel_=5; } Model::~Model() { if (this->isInitialized() && this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); } void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Model, XMLPort, xmlelement, mode); XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode); XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); } void Model::registerVariables() { registerVariable(this->meshSrc_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedMesh)); registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedShadows)); } float Model::getBiggestScale(Vector3 scale3d) { float scaleFactor = scale3d.x; if(scale3d.y>scaleFactor) scaleFactor = scale3d.y; if(scale3d.z>scaleFactor) scaleFactor = scale3d.z; return scaleFactor; } void Model::changedMesh() { if (GameMode::showsGraphics()) { if (this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); if (this->mesh_.getEntity()) { this->attachOgreObject(this->mesh_.getEntity()); this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); this->mesh_.setVisible(this->isVisible()); //LOD if(this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 &&this->meshSrc_!="laserbeam.mesh") { float scaleFactor = 1; BaseObject* creatorPtr = this; while(creatorPtr!=NULL&&orxonox_cast(creatorPtr)) { scaleFactor *= getBiggestScale(((WorldEntity*) creatorPtr)->getScale3D()); creatorPtr = creatorPtr->getCreator(); } Level* level_ = this->getLevel(); MeshLodInformation* lodInfo = level_->getLodInfo(this->meshSrc_); if(lodInfo!=0) setLodLevel(lodInfo->getLodLevel()); COUT(4) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and scale: "<< scaleFactor << ":" << std::endl; #if OGRE_VERSION >= 0x010700 Ogre::Mesh::LodValueList distList; #else Ogre::Mesh::LodDistanceList distList; #endif if(lodLevel_>0&&lodLevel_<=5) { float factor = scaleFactor*5/lodLevel_; COUT(4)<<"LodLevel set with factor: "<mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, reductionValue); } else { std::string what; if(lodLevel_>5) what = ">5"; else what = "<0"; COUT(4)<<"LodLevel not set because lodLevel("<mesh_.setCastShadows(this->bCastShadows_); } void Model::changedVisibility() { SUPER(Model, changedVisibility); this->mesh_.setVisible(this->isVisible()); } }