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authorTanavit <tanavit@posto.ovh>2025-03-26 10:57:04 +0100
committerorwell <orwell@bleipb.de>2025-04-08 21:27:06 +0200
commit923850523d2aa510a6258585af9e7c0a2c949eaa (patch)
tree3ec705dff81eec6405c9f539c626d0fdbf4d471b /advtrains/init.lua
parenta5af1afc743a7e8ba6cbd14a60eeee6091867ecf (diff)
Basic trains french translations
Include update-translations.sh modification to remove file line numbers. # Second patch of a serie of three to be applied to the master branch of advtrains on commit #0b7fdc6 # # ATTENTION : # # 1. These patches come from a derivation of the l10n branch which, afaik, is not yet merged in the master branch. # I guess that applying these patches will shortcut the l10n branch. # 2. These patches contain translations strings of for the modification I proposed some month ago for basic_trains which, # afaik, are not yet merged in its master branch.
Diffstat (limited to 'advtrains/init.lua')
0 files changed, 0 insertions, 0 deletions
span> 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 "nodedef.h" /* 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); /* 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); /* Shade mesh faces according to their normals */ void shadeMeshFaces(scene::IMesh *mesh); /* 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); /* Rotate the mesh by 6d facedir value. Method only for meshnodes, not suitable for entities. */ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir); /* Rotate the mesh around the axis and given angle in degrees. */ void rotateMeshXYby (scene::IMesh *mesh, f64 degrees); void rotateMeshXZby (scene::IMesh *mesh, f64 degrees); void rotateMeshYZby (scene::IMesh *mesh, f64 degrees); /* Clone the mesh. */ scene::IMesh* cloneMesh(scene::IMesh *src_mesh); /* Convert nodeboxes to mesh. boxes - set of nodeboxes to be converted into cuboids uv_coords[24] - table of texture uv coords for each cuboid face expand - factor by which cuboids will be resized */ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes, const f32 *uv_coords = NULL, float expand = 0); /* Update bounding box for a mesh. */ void recalculateBoundingBox(scene::IMesh *src_mesh); /* Vertex cache optimization according to the Forsyth paper: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html Ported from irrlicht 1.8 */ scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh); #endif