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path: root/builtin/common/chatcommands.lua
Commit message (Expand)AuthorAge
* Also print help commands to chat for server terminal (#8869)Tim Myers2019-09-19
* Add /help formspec for commands and privileges (#8385)SmallJoker2019-07-20
* Improve chatcommand params consistency (#5985)Ezhh2017-06-15
* [CSM] Use more gettext (#5553)red-0012017-04-10
* Change command prefix to "." and add "help" command.red-0012017-03-26
* [CSM] Add client-sided chat commands (#5092)red-0012017-03-13
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 <string> /* 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); /* Create a new extruded mesh from a texture. Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z). Thickness is in Z direction. The resulting mesh has 1 material which must be defined by the caller. */ scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture, video::IVideoDriver *driver, 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); /* 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); #endif