LCOV - code coverage report
Current view: top level - src - wieldmesh.h (source / functions) Hit Total Coverage
Test: report Lines: 0 2 0.0 %
Date: 2015-07-11 18:23:49 Functions: 0 1 0.0 %

          Line data    Source code
       1             : /*
       2             : Minetest
       3             : Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
       4             : 
       5             : This program is free software; you can redistribute it and/or modify
       6             : it under the terms of the GNU Lesser General Public License as published by
       7             : the Free Software Foundation; either version 2.1 of the License, or
       8             : (at your option) any later version.
       9             : 
      10             : This program is distributed in the hope that it will be useful,
      11             : but WITHOUT ANY WARRANTY; without even the implied warranty of
      12             : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      13             : GNU Lesser General Public License for more details.
      14             : 
      15             : You should have received a copy of the GNU Lesser General Public License along
      16             : with this program; if not, write to the Free Software Foundation, Inc.,
      17             : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      18             : */
      19             : 
      20             : #ifndef WIELDMESH_HEADER
      21             : #define WIELDMESH_HEADER
      22             : 
      23             : #include "irrlichttypes_extrabloated.h"
      24             : #include <string>
      25             : 
      26             : struct ItemStack;
      27             : class IGameDef;
      28             : class ITextureSource;
      29             : struct TileSpec;
      30             : 
      31             : /*
      32             :         Wield item scene node, renders the wield mesh of some item
      33             : */
      34             : class WieldMeshSceneNode: public scene::ISceneNode
      35             : {
      36             : public:
      37             :         WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
      38             :                         s32 id = -1, bool lighting = false);
      39             :         virtual ~WieldMeshSceneNode();
      40             : 
      41             :         void setCube(const TileSpec tiles[6],
      42             :                         v3f wield_scale, ITextureSource *tsrc);
      43             :         void setExtruded(const std::string &imagename,
      44             :                         v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
      45             :         void setItem(const ItemStack &item, IGameDef *gamedef);
      46             : 
      47             :         // Sets the vertex color of the wield mesh.
      48             :         // Must only be used if the constructor was called with lighting = false
      49             :         void setColor(video::SColor color);
      50             : 
      51             :         virtual void render();
      52             : 
      53           0 :         virtual const core::aabbox3d<f32>& getBoundingBox() const
      54           0 :         { return m_bounding_box; }
      55             : 
      56             : private:
      57             :         void changeToMesh(scene::IMesh *mesh);
      58             : 
      59             :         // Child scene node with the current wield mesh
      60             :         scene::IMeshSceneNode *m_meshnode;
      61             :         video::E_MATERIAL_TYPE m_material_type;
      62             : 
      63             :         // True if EMF_LIGHTING should be enabled.
      64             :         bool m_lighting;
      65             : 
      66             :         bool m_enable_shaders;
      67             :         bool m_anisotropic_filter;
      68             :         bool m_bilinear_filter;
      69             :         bool m_trilinear_filter;
      70             : 
      71             :         // Bounding box culling is disabled for this type of scene node,
      72             :         // so this variable is just required so we can implement
      73             :         // getBoundingBox() and is set to an empty box.
      74             :         core::aabbox3d<f32> m_bounding_box;
      75             : };
      76             : 
      77             : #endif

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