minetest/src/mesh.h
Lars Hofhansl fd9f195fcc Use Irrlicht's mesh cache for animated meshes.
Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
2017-12-04 22:29:11 -08:00

130 lines
3.8 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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include "nodedef.h"
/*!
* Applies shading to a color based on the surface's
* normal vector.
*/
void applyFacesShading(video::SColor &color, const v3f &normal);
/*
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);
/*!
* Sets a constant color for all vertices in the mesh buffer.
*/
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
/*
Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Set a constant color for an animated mesh
*/
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
/*!
* Overwrites the color of a mesh buffer.
* The color is darkened based on the normal vector of the vertices.
*/
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
/*
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);
void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
const video::SColor &color);
/*
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 buffer.
* The returned pointer should be dropped.
*/
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.
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);