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luanti/src/client/mesh.h

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include "SColor.h"
#include "SMaterialLayer.h"
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#include "nodedef.h"
namespace irr {
namespace scene {
class IAnimatedMesh;
class IMesh;
class IMeshBuffer;
}
}
using namespace irr;
/*!
* Applies shading to a color based on the surface's
* normal vector.
*/
void applyFacesShading(video::SColor &color, const v3f normal);
/*
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);
/*!
* Sets a constant color for all vertices in the mesh buffer.
*/
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor color);
/*
Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor color);
/*!
* Overwrites the color of a mesh buffer.
* The color is darkened based on the normal vector of the vertices.
*/
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
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/*
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);
void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
const video::SColor &color);
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/*
Rotate the mesh by 6d facedir value.
Method only for meshnodes, not suitable for entities.
*/
void rotateMeshBy6dFacedir(scene::IMesh *mesh, u8 facedir);
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/*
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 buffer.
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* The returned pointer should be dropped.
*/
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
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/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
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expand - factor by which cuboids will be resized
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*/
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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const f32 *uv_coords = NULL, float expand = 0);
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/*
Update bounding box for a mesh.
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);
/*
Check if mesh has valid normals and return true if it does.
We assume normal to be valid when it's 0 < length < Inf. and not NaN
*/
bool checkMeshNormals(scene::IMesh *mesh);
/*
Set the MinFilter, MagFilter and AnisotropicFilter properties of a texture
layer according to the three relevant boolean values found in the Minetest
settings.
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*/
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic);