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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.
*/

#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 direc
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    "Distribute" means to make available to the public the original and copies of the Work or Adaptation, as appropriate, through sale or other transfer of ownership.
    "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.
    "Licensor" means the individual, individuals, entity or entities that offer(s) the Work under the terms of this License.
    "Original Author" means, in the case of a literary or artistic work, the individual, individuals, entity or entities who created the Work or if no individual or entity can be identified, the publisher; and in addition (i) in th
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
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