| [1505] | 1 | /* |
|---|
| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
|---|
| 3 | * > www.orxonox.net < |
|---|
| 4 | * |
|---|
| 5 | * |
|---|
| 6 | * License notice: |
|---|
| 7 | * |
|---|
| 8 | * This program is free software; you can redistribute it and/or |
|---|
| 9 | * modify it under the terms of the GNU General Public License |
|---|
| 10 | * as published by the Free Software Foundation; either version 2 |
|---|
| 11 | * of the License, or (at your option) any later version. |
|---|
| 12 | * |
|---|
| 13 | * This program is distributed in the hope that it will be useful, |
|---|
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
|---|
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|---|
| 16 | * GNU General Public License for more details. |
|---|
| 17 | * |
|---|
| 18 | * You should have received a copy of the GNU General Public License |
|---|
| 19 | * along with this program; if not, write to the Free Software |
|---|
| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
|---|
| 21 | * |
|---|
| 22 | * Author: |
|---|
| 23 | * Fabian 'x3n' Landau |
|---|
| 24 | * Co-authors: |
|---|
| 25 | * ... |
|---|
| 26 | * |
|---|
| 27 | */ |
|---|
| 28 | |
|---|
| 29 | #include "Mesh.h" |
|---|
| 30 | |
|---|
| [3196] | 31 | #include <cassert> |
|---|
| [1505] | 32 | #include <sstream> |
|---|
| [3196] | 33 | #include <string> |
|---|
| [2662] | 34 | #include <OgreEntity.h> |
|---|
| [1505] | 35 | #include <OgreSceneManager.h> |
|---|
| 36 | |
|---|
| [2087] | 37 | #include "util/Convert.h" |
|---|
| [3280] | 38 | #include "util/StringUtils.h" |
|---|
| [3196] | 39 | #include "core/GameMode.h" |
|---|
| [2087] | 40 | |
|---|
| [1505] | 41 | namespace orxonox |
|---|
| 42 | { |
|---|
| 43 | unsigned int Mesh::meshCounter_s = 0; |
|---|
| 44 | |
|---|
| [2087] | 45 | Mesh::Mesh() |
|---|
| [1505] | 46 | { |
|---|
| [2087] | 47 | this->entity_ = 0; |
|---|
| 48 | this->bCastShadows_ = true; |
|---|
| [1505] | 49 | } |
|---|
| 50 | |
|---|
| [2087] | 51 | Mesh::~Mesh() |
|---|
| [1505] | 52 | { |
|---|
| [2087] | 53 | if (this->entity_ && this->scenemanager_) |
|---|
| 54 | this->scenemanager_->destroyEntity(this->entity_); |
|---|
| [1505] | 55 | } |
|---|
| 56 | |
|---|
| [2087] | 57 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) |
|---|
| [1505] | 58 | { |
|---|
| [2087] | 59 | assert(scenemanager); |
|---|
| 60 | |
|---|
| 61 | this->scenemanager_ = scenemanager; |
|---|
| 62 | |
|---|
| 63 | if (this->entity_) |
|---|
| 64 | this->scenemanager_->destroyEntity(this->entity_); |
|---|
| 65 | |
|---|
| [2896] | 66 | if (GameMode::showsGraphics()) |
|---|
| [2087] | 67 | { |
|---|
| 68 | try |
|---|
| 69 | { |
|---|
| [3280] | 70 | this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); |
|---|
| [2087] | 71 | this->entity_->setCastShadows(this->bCastShadows_); |
|---|
| [2870] | 72 | |
|---|
| [5695] | 73 | #if OGRE_VERSION < 0x010600 |
|---|
| [2867] | 74 | this->entity_->setNormaliseNormals(true); |
|---|
| [2870] | 75 | /* |
|---|
| 76 | Excerpt from Ogre forum: |
|---|
| 77 | "Note that the above is only for the fixed function pipeline. |
|---|
| 78 | If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." |
|---|
| 79 | |
|---|
| 80 | I don't know exactly what this means, but I put this here if there will be problems with shaders. |
|---|
| 81 | */ |
|---|
| [5695] | 82 | #endif |
|---|
| [2087] | 83 | } |
|---|
| 84 | catch (...) |
|---|
| 85 | { |
|---|
| 86 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; |
|---|
| [2171] | 87 | this->entity_ = 0; |
|---|
| [2087] | 88 | } |
|---|
| 89 | } |
|---|
| [1505] | 90 | } |
|---|
| [2087] | 91 | |
|---|
| 92 | void Mesh::setCastShadows(bool bCastShadows) |
|---|
| 93 | { |
|---|
| 94 | this->bCastShadows_ = bCastShadows; |
|---|
| 95 | if (this->entity_) |
|---|
| 96 | this->entity_->setCastShadows(this->bCastShadows_); |
|---|
| 97 | } |
|---|
| 98 | |
|---|
| 99 | const std::string& Mesh::getName() const |
|---|
| 100 | { |
|---|
| 101 | if (this->entity_) |
|---|
| 102 | return this->entity_->getName(); |
|---|
| 103 | else |
|---|
| 104 | return BLANKSTRING; |
|---|
| 105 | } |
|---|
| 106 | |
|---|
| 107 | void Mesh::setVisible(bool bVisible) |
|---|
| 108 | { |
|---|
| 109 | if (this->entity_) |
|---|
| 110 | this->entity_->setVisible(bVisible); |
|---|
| 111 | } |
|---|
| 112 | |
|---|
| 113 | bool Mesh::isVisible() const |
|---|
| 114 | { |
|---|
| 115 | if (this->entity_) |
|---|
| 116 | return this->entity_->getVisible(); |
|---|
| 117 | else |
|---|
| 118 | return false; |
|---|
| 119 | } |
|---|
| [1505] | 120 | } |
|---|