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001de6ffba
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
128 lines
3.7 KiB
C++
128 lines
3.7 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 "nodedef.h"
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/*!
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* Applies shading to a color based on the surface's
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* normal vector.
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*/
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void applyFacesShading(video::SColor &color, const v3f &normal);
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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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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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* Sets a constant color for all vertices in the mesh buffer.
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*/
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void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
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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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* Overwrites the color of a mesh buffer.
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* The color is darkened based on the normal vector of the vertices.
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*/
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
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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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void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
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const video::SColor &color);
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/*
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Rotate the mesh by 6d facedir value.
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Method only for meshnodes, not suitable for entities.
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*/
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void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
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/*
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Rotate the mesh around the axis and given angle in degrees.
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*/
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void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
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void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
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void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
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/*
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* Clone the mesh buffer.
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* The returned pointer should be dropped.
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*/
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
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/*
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Clone the mesh.
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*/
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scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
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/*
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Convert nodeboxes to mesh. Each tile goes into a different buffer.
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boxes - set of nodeboxes to be converted into cuboids
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uv_coords[24] - table of texture uv coords for each cuboid face
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expand - factor by which cuboids will be resized
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*/
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scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords = NULL, float expand = 0);
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/*
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Update bounding box for a mesh.
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*/
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void recalculateBoundingBox(scene::IMesh *src_mesh);
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/*
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Vertex cache optimization according to the Forsyth paper:
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http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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Ported from irrlicht 1.8
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*/
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scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);
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#endif
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