| [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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|  | 71 | } | 
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|  | 72 | catch (...) | 
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|  | 73 | { | 
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| [6417] | 74 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << '"' << std::endl; | 
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| [2171] | 75 | this->entity_ = 0; | 
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| [2087] | 76 | } | 
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|  | 77 | } | 
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| [1505] | 78 | } | 
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| [2087] | 79 |  | 
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|  | 80 | void Mesh::setCastShadows(bool bCastShadows) | 
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|  | 81 | { | 
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|  | 82 | this->bCastShadows_ = bCastShadows; | 
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|  | 83 | if (this->entity_) | 
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|  | 84 | this->entity_->setCastShadows(this->bCastShadows_); | 
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|  | 85 | } | 
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|  | 86 |  | 
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|  | 87 | const std::string& Mesh::getName() const | 
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|  | 88 | { | 
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|  | 89 | if (this->entity_) | 
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|  | 90 | return this->entity_->getName(); | 
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|  | 91 | else | 
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|  | 92 | return BLANKSTRING; | 
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|  | 93 | } | 
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|  | 94 |  | 
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|  | 95 | void Mesh::setVisible(bool bVisible) | 
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|  | 96 | { | 
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|  | 97 | if (this->entity_) | 
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|  | 98 | this->entity_->setVisible(bVisible); | 
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|  | 99 | } | 
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|  | 100 |  | 
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|  | 101 | bool Mesh::isVisible() const | 
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|  | 102 | { | 
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|  | 103 | if (this->entity_) | 
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|  | 104 | return this->entity_->getVisible(); | 
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|  | 105 | else | 
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|  | 106 | return false; | 
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|  | 107 | } | 
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| [1505] | 108 | } | 
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