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author | Elias Fleckenstein <54945686+EliasFleckenstein03@users.noreply.github.com> | 2020-11-04 16:57:47 +0100 |
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committer | GitHub <noreply@github.com> | 2020-11-04 16:57:47 +0100 |
commit | 3e16c3a78fff61c20e63ba730d15e94e3bb877b4 (patch) | |
tree | c070350db219f2c4241d22bc31949685c7b42fe9 /src/client/mesh.h | |
parent | 5d9ae5a91c544fc7fbd475decf47cef7e09ef8fc (diff) | |
parent | 6ccb5835ff55d85156be91473c598eca9d6cb9a6 (diff) | |
download | dragonfireclient-3e16c3a78fff61c20e63ba730d15e94e3bb877b4.tar.xz |
Merge branch 'master' into master
Diffstat (limited to 'src/client/mesh.h')
-rw-r--r-- | src/client/mesh.h | 29 |
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); |