1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 1 s32 id = -1, bool lighting = false); virtual ~WieldMeshSceneNode(); void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc); void setExtruded(const std::string &imagename, v3f wield_scale, ITextureSource *tsrc, u8 num_frames); void setItem(const ItemStack &item, IGameDef *gamedef); // Sets the vertex color of the wield mesh. // Must only be used if the constructor was called with lighting = false void setColor(video::SColor color); scene::IMesh *getMesh() { return m_meshnode->getMesh(); } virtual void render(); virtual const core::aabbox3d<f32>& getBoundingBox() const { return m_bounding_box; } private: void changeToMesh(scene::IMesh *mesh); // Child scene node with the current wield mesh scene::IMeshSceneNode *m_meshnode; video::E_MATERIAL_TYPE m_material_type; // True if EMF_LIGHTING should be enabled. bool m_lighting; bool m_enable_shaders; bool m_anisotropic_filter; bool m_bilinear_filter; bool m_trilinear_filter; // Bounding box culling is disabled for this type of scene node, // so this variable is just required so we can implement // getBoundingBox() and is set to an empty box. core::aabbox3d<f32> m_bounding_box; }; #endif