forked from Mirrorlandia_minetest/minetest
89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MESH_HEADER
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#define MESH_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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/*
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Create a new cube mesh.
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Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).
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The resulting mesh has 6 materials (up, down, right, left, back, front)
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which must be defined by the caller.
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*/
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scene::IAnimatedMesh* createCubeMesh(v3f scale);
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/*
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Create a new extruded mesh from a texture.
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Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z).
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Thickness is in Z direction.
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The resulting mesh has 1 material which must be defined by the caller.
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*/
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scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
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video::IVideoDriver *driver, v3f scale);
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/*
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Multiplies each vertex coordinate by the specified scaling factors
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(componentwise vector multiplication).
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*/
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void scaleMesh(scene::IMesh *mesh, v3f scale);
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/*
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Translate each vertex coordinate by the specified vector.
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*/
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void translateMesh(scene::IMesh *mesh, v3f vec);
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/*
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Set a constant color for all vertices in the mesh
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*/
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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/*
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Set the color of all vertices in the mesh.
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For each vertex, determine the largest absolute entry in
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the normal vector, and choose one of colorX, colorY or
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colorZ accordingly.
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*/
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void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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const video::SColor &colorZ);
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/*
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Render a mesh to a texture.
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Returns NULL if render-to-texture failed.
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*/
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video::ITexture *generateTextureFromMesh(scene::IMesh *mesh,
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IrrlichtDevice *device,
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core::dimension2d<u32> dim,
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std::string texture_name,
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v3f camera_position,
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v3f camera_lookat,
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core::CMatrix4<f32> camera_projection_matrix,
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video::SColorf ambient_light,
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v3f light_position,
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video::SColorf light_color,
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f32 light_radius);
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#endif
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