| [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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| [3280] | 38 | #include "util/StringUtils.h" | 
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| [3196] | 39 | #include "core/GameMode.h" | 
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| [2087] | 40 |  | 
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| [1505] | 41 | namespace orxonox | 
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|  | 42 | { | 
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|  | 43 | unsigned int Mesh::meshCounter_s = 0; | 
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|  | 44 |  | 
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| [2087] | 45 | Mesh::Mesh() | 
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| [1505] | 46 | { | 
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| [2087] | 47 | this->entity_ = 0; | 
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|  | 48 | this->bCastShadows_ = true; | 
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| [1505] | 49 | } | 
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|  | 50 |  | 
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| [2087] | 51 | Mesh::~Mesh() | 
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| [1505] | 52 | { | 
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| [2087] | 53 | if (this->entity_ && this->scenemanager_) | 
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|  | 54 | this->scenemanager_->destroyEntity(this->entity_); | 
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| [1505] | 55 | } | 
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|  | 56 |  | 
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| [2087] | 57 | void Mesh::setMeshSource(Ogre::SceneManager* scenemanager, const std::string& meshsource) | 
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| [1505] | 58 | { | 
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| [2087] | 59 | assert(scenemanager); | 
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|  | 60 |  | 
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|  | 61 | this->scenemanager_ = scenemanager; | 
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|  | 62 |  | 
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|  | 63 | if (this->entity_) | 
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|  | 64 | this->scenemanager_->destroyEntity(this->entity_); | 
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|  | 65 |  | 
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| [2896] | 66 | if (GameMode::showsGraphics()) | 
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| [2087] | 67 | { | 
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|  | 68 | try | 
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|  | 69 | { | 
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| [3280] | 70 | this->entity_ = this->scenemanager_->createEntity("Mesh" + multi_cast<std::string>(Mesh::meshCounter_s++), meshsource); | 
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| [2087] | 71 | this->entity_->setCastShadows(this->bCastShadows_); | 
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| [2870] | 72 |  | 
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| [5695] | 73 | #if OGRE_VERSION < 0x010600 | 
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| [2867] | 74 | this->entity_->setNormaliseNormals(true); | 
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| [2870] | 75 | /* | 
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|  | 76 | Excerpt from Ogre forum: | 
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|  | 77 | "Note that the above is only for the fixed function pipeline. | 
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|  | 78 | If/when you get into shaders, you'll need to manually normalize() the normal inside the vertex or pixel shader." | 
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|  | 79 |  | 
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|  | 80 | I don't know exactly what this means, but I put this here if there will be problems with shaders. | 
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|  | 81 | */ | 
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| [5695] | 82 | #endif | 
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| [2087] | 83 | } | 
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|  | 84 | catch (...) | 
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|  | 85 | { | 
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|  | 86 | COUT(1) << "Error: Couln't load mesh \"" << meshsource << "\"" << std::endl; | 
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| [2171] | 87 | this->entity_ = 0; | 
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| [2087] | 88 | } | 
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|  | 89 | } | 
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| [1505] | 90 | } | 
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| [2087] | 91 |  | 
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|  | 92 | void Mesh::setCastShadows(bool bCastShadows) | 
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|  | 93 | { | 
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|  | 94 | this->bCastShadows_ = bCastShadows; | 
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|  | 95 | if (this->entity_) | 
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|  | 96 | this->entity_->setCastShadows(this->bCastShadows_); | 
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|  | 97 | } | 
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|  | 98 |  | 
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|  | 99 | const std::string& Mesh::getName() const | 
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|  | 100 | { | 
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|  | 101 | if (this->entity_) | 
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|  | 102 | return this->entity_->getName(); | 
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|  | 103 | else | 
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|  | 104 | return BLANKSTRING; | 
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|  | 105 | } | 
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|  | 106 |  | 
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|  | 107 | void Mesh::setVisible(bool bVisible) | 
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|  | 108 | { | 
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|  | 109 | if (this->entity_) | 
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|  | 110 | this->entity_->setVisible(bVisible); | 
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|  | 111 | } | 
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|  | 112 |  | 
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|  | 113 | bool Mesh::isVisible() const | 
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|  | 114 | { | 
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|  | 115 | if (this->entity_) | 
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|  | 116 | return this->entity_->getVisible(); | 
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|  | 117 | else | 
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|  | 118 | return false; | 
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|  | 119 | } | 
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| [1505] | 120 | } | 
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