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* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-23
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Add meshnode drawtype.RealBadAngel2014-10-18
* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* inventorycube: use all three specified textures; also moved mesh creation / m...Kahrl2011-12-03
ful, 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 NODETIMER_HEADER #define NODETIMER_HEADER #include "irr_v3d.h" #include <iostream> #include <map> /* NodeTimer provides per-node timed callback functionality. Can be used for: - Furnaces, to keep the fire burnin' - "activated" nodes that snap back to their original state after a fixed amount of time (mesecons buttons, for example) */ class NodeTimer { public: NodeTimer(): timeout(0.), elapsed(0.) {} NodeTimer(f32 timeout_, f32 elapsed_): timeout(timeout_), elapsed(elapsed_) {} ~NodeTimer() {} void serialize(std::ostream &os) const; void deSerialize(std::istream &is); f32 timeout; f32 elapsed; }; /* List of timers of all the nodes of a block */ class NodeTimerList { public: NodeTimerList() {} ~NodeTimerList() {} void serialize(std::ostream &os, u8 map_format_version) const; void deSerialize(std::istream &is, u8 map_format_version); // Get timer NodeTimer get(v3s16 p){ std::map<v3s16, NodeTimer>::iterator n = m_data.find(p); if(n == m_data.end()) return NodeTimer(); return n->second; } // Deletes timer void remove(v3s16 p){ m_data.erase(p); } // Deletes old timer and sets a new one void set(v3s16 p, NodeTimer t){ m_data[p] = t; } // Deletes all timers void clear(){ m_data.clear(); } // A step in time. Returns map of elapsed timers. std::map<v3s16, NodeTimer> step(float dtime); private: std::map<v3s16, NodeTimer> m_data; }; #endif