/*!
* Holds color information of an item mesh's buffer.
*/
-struct ItemPartColor {
+struct ItemPartColor
+{
/*!
* If this is false, the global base color of the item
* will be used instead of the specific color of the
*/
video::SColor color;
- ItemPartColor():
- override_base(false),
- color(0)
- {}
+ ItemPartColor() : override_base(false), color(0) {}
- ItemPartColor(bool override, video::SColor color):
- override_base(override),
- color(color)
- {}
+ ItemPartColor(bool override, video::SColor color)
+ : override_base(override), color(color)
+ {
+ }
};
struct ItemMesh
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
- void setCube(const ContentFeatures &f, v3f wield_scale,
- ITextureSource *tsrc);
+ 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);
* 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);
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
+ bool set_material, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors);
#endif