forked from Mirrorlandia_minetest/minetest
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser 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.
|
|
*/
|
|
|
|
#ifndef MESH_HEADER
|
|
#define MESH_HEADER
|
|
|
|
#include "irrlichttypes_extrabloated.h"
|
|
#include "nodedef.h"
|
|
|
|
/*
|
|
Create a new cube mesh.
|
|
Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).
|
|
|
|
The resulting mesh has 6 materials (up, down, right, left, back, front)
|
|
which must be defined by the caller.
|
|
*/
|
|
scene::IAnimatedMesh* createCubeMesh(v3f scale);
|
|
|
|
/*
|
|
Multiplies each vertex coordinate by the specified scaling factors
|
|
(componentwise vector multiplication).
|
|
*/
|
|
void scaleMesh(scene::IMesh *mesh, v3f scale);
|
|
|
|
/*
|
|
Translate each vertex coordinate by the specified vector.
|
|
*/
|
|
void translateMesh(scene::IMesh *mesh, v3f vec);
|
|
|
|
/*
|
|
Set a constant color for all vertices in the mesh
|
|
*/
|
|
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
|
|
|
|
/*
|
|
Shade mesh faces according to their normals
|
|
*/
|
|
|
|
void shadeMeshFaces(scene::IMesh *mesh);
|
|
|
|
/*
|
|
Set the color of all vertices in the mesh.
|
|
For each vertex, determine the largest absolute entry in
|
|
the normal vector, and choose one of colorX, colorY or
|
|
colorZ accordingly.
|
|
*/
|
|
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
|
const video::SColor &colorX,
|
|
const video::SColor &colorY,
|
|
const video::SColor &colorZ);
|
|
/*
|
|
Rotate the mesh by 6d facedir value.
|
|
Method only for meshnodes, not suitable for entities.
|
|
*/
|
|
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
|
|
|
|
/*
|
|
Rotate the mesh around the axis and given angle in degrees.
|
|
*/
|
|
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
|
|
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
|
|
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
|
|
|
|
/*
|
|
Clone the mesh.
|
|
*/
|
|
scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
|
|
|
|
/*
|
|
Convert nodeboxes to mesh.
|
|
boxes - set of nodeboxes to be converted into cuboids
|
|
uv_coords[24] - table of texture uv coords for each cuboid face
|
|
expand - factor by which cuboids will be resized
|
|
*/
|
|
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
|
|
const f32 *uv_coords = NULL, float expand = 0);
|
|
|
|
/*
|
|
Update bounding box for a mesh.
|
|
*/
|
|
void recalculateBoundingBox(scene::IMesh *src_mesh);
|
|
|
|
/*
|
|
Vertex cache optimization according to the Forsyth paper:
|
|
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
|
|
Ported from irrlicht 1.8
|
|
*/
|
|
scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);
|
|
|
|
#endif
|