/* Minetest Copyright (C) 2010-2014 celeron55, Perttu Ahola 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 #include "irrlichttypes_extrabloated.h" struct ItemStack; class Client; 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, Client *client); // 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 aabb3f &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; /*! * Stores the colors of the mesh's mesh buffers. * This does not include lighting. */ std::vector m_colors; // 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. aabb3f m_bounding_box; }; scene::IMesh *getItemMesh(Client *client, const ItemStack &item); scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename); #endif