Luanti 5.11.0-dev
 
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wieldmesh.h File Reference
#include <string>
#include <vector>
#include "irr_aabb3d.h"
#include "irr_v3d.h"
#include <EMaterialTypes.h>
#include <IMeshSceneNode.h>
#include <SColor.h>
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Go to the source code of this file.

Classes

class  ItemPartColor
 
struct  ItemMesh
 
class  WieldMeshSceneNode
 

Namespaces

namespace  irr
 
namespace  irr::scene
 

Functions

void getItemMesh (Client *client, const ItemStack &item, ItemMesh *result)
 
scene::SMesh * getExtrudedMesh (ITextureSource *tsrc, const std::string &imagename, const std::string &overlay_name)
 
void postProcessNodeMesh (scene::SMesh *mesh, const ContentFeatures &f, bool set_material, const video::E_MATERIAL_TYPE *mattype, std::vector< ItemPartColor > *colors, bool apply_scale=false)
 

Function Documentation

◆ getExtrudedMesh()

scene::SMesh * getExtrudedMesh ( ITextureSource * tsrc,
const std::string & imagename,
const std::string & overlay_name )

References cloneMesh(), cloneMeshBuffer(), ExtrusionMeshCache::create(), g_extrusion_mesh_cache, ITextureSource::getTexture(), ITextureSource::getTextureForMesh(), and scaleMesh().

Referenced by getItemMesh().

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◆ getItemMesh()

◆ postProcessNodeMesh()

void postProcessNodeMesh ( scene::SMesh * mesh,
const ContentFeatures & f,
bool set_material,
const video::E_MATERIAL_TYPE * mattype,
std::vector< ItemPartColor > * colors,
bool apply_scale = false )

Applies overlays, textures and optionally materials to the given mesh and extracts tile colors for colorization.

Parameters
mattypeoverrides the buffer's material type, but can also be NULL to leave the original material.
colorsreturns the colors of the mesh buffers in the mesh.

References TileLayer::animation_frame_count, TileLayer::applyMaterialOptions(), cloneMeshBuffer(), TileLayer::color, TileLayer::frames, TileLayer::has_color, TileSpec::layers, MAX_TILE_LAYERS, TileLayer::scale, FrameSpec::texture, TileLayer::texture, TileLayer::texture_id, and TileSpec::world_aligned.

Referenced by getItemMesh(), and WieldMeshSceneNode::setCube().

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