#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER
-#include "irrlichttypes_extrabloated.h"
#include <string>
+#include "irrlichttypes_extrabloated.h"
struct ItemStack;
-class IGameDef;
+class Client;
class ITextureSource;
-struct TileSpec;
+struct ContentFeatures;
+
+/*!
+ * Holds color information of an item mesh's buffer.
+ */
+struct ItemPartColor
+{
+ /*!
+ * If this is false, the global base color of the item
+ * will be used instead of the specific color of the
+ * buffer.
+ */
+ bool override_base;
+ /*!
+ * The color of the buffer.
+ */
+ video::SColor color;
+
+ ItemPartColor() : override_base(false), color(0) {}
+
+ ItemPartColor(bool override, video::SColor color)
+ : override_base(override), color(color)
+ {
+ }
+};
+
+struct ItemMesh
+{
+ scene::IMesh *mesh;
+ /*!
+ * Stores the color of each mesh buffer.
+ */
+ std::vector<ItemPartColor> buffer_colors;
+
+ ItemMesh() : mesh(NULL), buffer_colors() {}
+};
/*
Wield item scene node, renders the wield mesh of some item
*/
-class WieldMeshSceneNode: public scene::ISceneNode
+class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
- void setCube(const TileSpec tiles[6],
- v3f wield_scale, ITextureSource *tsrc);
- void setExtruded(const std::string &imagename,
- v3f wield_scale, ITextureSource *tsrc);
- void setItem(const ItemStack &item, IGameDef *gamedef);
+ void setCube(const ContentFeatures &f, v3f wield_scale, ITextureSource *tsrc);
+ void setExtruded(const std::string &imagename, v3f wield_scale,
+ ITextureSource *tsrc, u8 num_frames);
+ void setItem(const ItemStack &item, Client *client);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
+ scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
+
virtual void render();
- virtual const core::aabbox3d<f32>& getBoundingBox() const
- { return m_bounding_box; }
+ virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
private:
void changeToMesh(scene::IMesh *mesh);
bool m_anisotropic_filter;
bool m_bilinear_filter;
bool m_trilinear_filter;
+ /*!
+ * Stores the colors of the mesh's mesh buffers.
+ * This does not include lighting.
+ */
+ std::vector<ItemPartColor> m_colors;
+ /*!
+ * The base color of this mesh. This is the default
+ * for all mesh buffers.
+ */
+ video::SColor m_base_color;
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.
- core::aabbox3d<f32> m_bounding_box;
+ aabb3f m_bounding_box;
};
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
+
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
+
+/*!
+ * Applies overlays, textures and optionally materials to the given mesh and
+ * extracts tile colors for colorization.
+ * \param mattype overrides the buffer's material type, but can also
+ * be NULL to leave the original material.
+ * \param colors returns the colors of the mesh buffers in the mesh.
+ */
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
+ bool set_material, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors);
#endif