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- /*
- 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);
- /*!
- * 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);
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