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/*
Minetest
Copyright (C) 2010-2014 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 WIELDMESH_HEADER
#define WIELDMESH_HEADER
#include "irrlichttypes_extrabloated.h"
#include <string>
struct ItemStack;
class IGameDef;
class ITextureSource;
struct TileSpec;
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode: public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
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;
};
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);
#endif
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