/* 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 "irrlichttypes_extrabloated.h" #include 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); 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); virtual void render(); virtual const core::aabbox3d& 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 m_bounding_box; }; #endif