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authorElias Fleckenstein <54945686+EliasFleckenstein03@users.noreply.github.com>2020-11-04 16:57:47 +0100
committerGitHub <noreply@github.com>2020-11-04 16:57:47 +0100
commit3e16c3a78fff61c20e63ba730d15e94e3bb877b4 (patch)
treec070350db219f2c4241d22bc31949685c7b42fe9 /src/client/mesh.h
parent5d9ae5a91c544fc7fbd475decf47cef7e09ef8fc (diff)
parent6ccb5835ff55d85156be91473c598eca9d6cb9a6 (diff)
downloaddragonfireclient-3e16c3a78fff61c20e63ba730d15e94e3bb877b4.tar.xz
Merge branch 'master' into master
Diffstat (limited to 'src/client/mesh.h')
-rw-r--r--src/client/mesh.h29
1 files changed, 15 insertions, 14 deletions
diff --git a/src/client/mesh.h b/src/client/mesh.h
index 1698026e8..103c61e45 100644
--- a/src/client/mesh.h
+++ b/src/client/mesh.h
@@ -35,7 +35,7 @@ void applyFacesShading(video::SColor &color, const v3f &normal);
The resulting mesh has 6 materials (up, down, right, left, back, front)
which must be defined by the caller.
*/
-scene::IAnimatedMesh *createCubeMesh(v3f scale);
+scene::IAnimatedMesh* createCubeMesh(v3f scale);
/*
Multiplies each vertex coordinate by the specified scaling factors
@@ -61,8 +61,7 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Set a constant color for an animated mesh
*/
-void setAnimatedMeshColor(
- scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
+void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
/*!
* Overwrites the color of a mesh buffer.
@@ -76,11 +75,13 @@ void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolo
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 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);
+void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
+ const video::SColor &color);
/*
Rotate the mesh by 6d facedir value.
@@ -91,20 +92,20 @@ 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);
+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.
* The returned pointer should be dropped.
*/
-scene::IMeshBuffer *cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
+scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
-scene::SMesh *cloneMesh(scene::IMesh *src_mesh);
+scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.
@@ -112,7 +113,7 @@ scene::SMesh *cloneMesh(scene::IMesh *src_mesh);
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,
+scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords = NULL, float expand = 0);
/*
@@ -131,4 +132,4 @@ bool checkMeshNormals(scene::IMesh *mesh);
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
Ported from irrlicht 1.8
*/
-scene::IMesh *createForsythOptimizedMesh(const scene::IMesh *mesh);
+scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);