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inventorycube: use all three specified textures; also moved mesh creation / modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube

This commit is contained in:
Kahrl 2011-12-03 08:40:32 +01:00 committed by Perttu Ahola
parent 275a348b75
commit 392485aa45
12 changed files with 517 additions and 375 deletions

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src/mesh.h Normal file
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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 "common_irrlicht.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);
/*
Create a new extruded mesh from a texture.
Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z).
Thickness is in Z direction.
The resulting mesh has 1 material which must be defined by the caller.
*/
scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
video::IVideoDriver *driver, v3f scale);
/*
Multiplies each vertex coordinate by the specified scaling factors
(componentwise vector multiplication).
*/
void scaleMesh(scene::IMesh *mesh, v3f scale);
/*
Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
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);
#endif