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WaterMesh.h
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#pragma once
#include "irrlicht.h"
#include "IrrManagers.h"
#include "StaticMesh.h"
#include "Vector2D.h"
#include "Vector3D.h"
#include "Material.h"
#include <string>
#include "Compatible3D.h"
class Water : public Compatible3D {
public:
irr::scene::ISceneNode* water;
float height;
float speed;
float length;
irr::core::vector2df tileSize;
irr::core::vector2df tileCount;
irr::core::vector2df texRepeat;
irr::video::SMaterial material;
irr::scene::IMesh* rawMesh;
int shadow;
bool hadShadow;
Water(float h, float s, float l, const Vector2D& ts, const Vector2D& tc, const Vector2D& tr, const Material& m);
Water();
Water(const Material& m);
Water(const Vector2D& ts, const Vector2D& tc, const Vector2D& tr);
Water(sol::table tbl);
int getShadows();
void setShadows(int i);
void refreshMesh();
void createRaw();
void destroy();
float getHeight();
void setHeight(float i);
float getSpeed();
void setSpeed(float i);
float getLength();
void setLength(float i);
bool getVisibility() const;
void setVisibility(bool visible);
Vector3D getPosition();
void setPosition(const Vector3D& pos);
Vector3D getRotation();
void setRotation(const Vector3D& rot);
Vector3D getScale();
void setScale(const Vector3D& scale);
void loadMaterial(const Material& m);
Vector2D getTileSize();
void setTileSize(const Vector2D& other);
Vector2D getTileCount();
void setTileCount(const Vector2D& other);
Vector2D getTexRepeat();
void setTexRepeat(const Vector2D& other);
void exclude();
irr::scene::ISceneNode* getNode() const override { return water; }
};
void bindWater();