#define MESH_HEADER
#include "irrlichttypes_extrabloated.h"
-#include <string>
+#include "nodedef.h"
+
+/*!
+ * 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.
*/
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 setMeshColor(scene::IMesh *mesh, const video::SColor &color);
+void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
+
/*
Set the color of all vertices in the mesh.
For each vertex, determine the largest absolute entry in
const video::SColor &colorY,
const video::SColor &colorZ);
+void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
+ const video::SColor &color);
+
+/*
+ Rotate the mesh by 6d facedir value.
+ Method only for meshnodes, not suitable for entities.
+*/
+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);
+
+/*
+ * Clone the mesh buffer.
+ * The returned pointer should be dropped.
+ */
+scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
+
+/*
+ Clone the mesh.
+*/
+scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
+
+/*
+ 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
+ expand - factor by which cuboids will be resized
+*/
+scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
+ const f32 *uv_coords = NULL, float expand = 0);
+
+/*
+ Update bounding box for a mesh.
+*/
+void recalculateBoundingBox(scene::IMesh *src_mesh);
+
/*
- Render a mesh to a texture.
- Returns NULL if render-to-texture failed.
+ Vertex cache optimization according to the Forsyth paper:
+ http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
+ Ported from irrlicht 1.8
*/
-video::ITexture *generateTextureFromMesh(scene::IMesh *mesh,
- IrrlichtDevice *device,
- core::dimension2d<u32> dim,
- std::string texture_name,
- v3f camera_position,
- v3f camera_lookat,
- core::CMatrix4<f32> camera_projection_matrix,
- video::SColorf ambient_light,
- v3f light_position,
- video::SColorf light_color,
- f32 light_radius);
+scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);
#endif