#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER
-#include "irrlichttypes_extrabloated.h"
#include <string>
+#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
/*
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, u8 num_frames);
+ void setCube(const TileSpec tiles[6], 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(); }
+ scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render();
- virtual const aabb3f &getBoundingBox() const
- { return m_bounding_box; }
+ virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
private:
void changeToMesh(scene::IMesh *mesh);
scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
-scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
- const std::string &imagename);
+scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
#endif