diff options
author | ROllerozxa <temporaryemail4meh+github@gmail.com> | 2021-12-29 23:00:56 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-12-29 23:00:56 +0100 |
commit | 52e03a8485d3f2ad9c2aa14341a2ad5aca74ee9d (patch) | |
tree | 79c04b2041d72c7306e325e9879ce6a07bcd71b8 /include/ISceneManager.h | |
parent | dd09fdcb4e56fc6185ed25d39ab68fad88f31e3b (diff) | |
download | irrlicht-52e03a8485d3f2ad9c2aa14341a2ad5aca74ee9d.tar.xz |
Remove unused attribute saving and loading (#86)
Diffstat (limited to 'include/ISceneManager.h')
-rw-r--r-- | include/ISceneManager.h | 94 |
1 files changed, 0 insertions, 94 deletions
diff --git a/include/ISceneManager.h b/include/ISceneManager.h index e3d6b4b..f98e788 100644 --- a/include/ISceneManager.h +++ b/include/ISceneManager.h @@ -110,10 +110,8 @@ namespace scene class IMeshManipulator;
class IMeshSceneNode;
class IMeshWriter;
- class ISceneLoader;
class ISceneNode;
class ISceneNodeFactory;
- class ISceneUserDataSerializer;
//! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
/** All Scene nodes can be created only here.
@@ -560,24 +558,6 @@ namespace scene \return A pointer to the specified loader, 0 if the index is incorrect. */
virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
- //! Adds an external scene loader for extending the engine with new file formats.
- /** If you want the engine to be extended with
- file formats it currently is not able to load (e.g. .vrml), just implement
- the ISceneLoader interface in your loading class and add it with this method.
- Using this method it is also possible to override the built-in scene loaders
- with newer or updated versions without the need to recompile the engine.
- \param externalLoader: Implementation of a new mesh loader. */
- virtual void addExternalSceneLoader(ISceneLoader* externalLoader) = 0;
-
- //! Returns the number of scene loaders supported by Irrlicht at this time
- virtual u32 getSceneLoaderCount() const = 0;
-
- //! Retrieve the given scene loader
- /** \param index The index of the loader to retrieve. This parameter is an 0-based
- array index.
- \return A pointer to the specified loader, 0 if the index is incorrect. */
- virtual ISceneLoader* getSceneLoader(u32 index) const = 0;
-
//! Get pointer to the scene collision manager.
/** \return Pointer to the collision manager
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
@@ -669,80 +649,6 @@ namespace scene See IReferenceCounted::drop() for more information. */
virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
- //! Saves the current scene into a file.
- /** Scene nodes with the option isDebugObject set to true are
- not being saved. The scene is usually written to an .irr file,
- an xml based format. .irr files can Be edited with the Irrlicht
- Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
- load .irr files again, see ISceneManager::loadScene().
- \param filename Name of the file.
- \param userDataSerializer If you want to save some user data
- for every scene node into the file, implement the
- ISceneUserDataSerializer interface and provide it as parameter
- here. Otherwise, simply specify 0 as this parameter.
- \param node Node which is taken as the top node of the scene.
- This node and all of its descendants are saved into the scene
- file. Pass 0 or the scene manager to save the full scene (which
- is also the default).
- \return True if successful. */
- virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
-
- //! Saves the current scene into a file.
- /** Scene nodes with the option isDebugObject set to true are
- not being saved. The scene is usually written to an .irr file,
- an xml based format. .irr files can Be edited with the Irrlicht
- Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
- load .irr files again, see ISceneManager::loadScene().
- \param file File where the scene is saved into.
- \param userDataSerializer If you want to save some user data
- for every scene node into the file, implement the
- ISceneUserDataSerializer interface and provide it as parameter
- here. Otherwise, simply specify 0 as this parameter.
- \param node Node which is taken as the top node of the scene.
- This node and all of its descendants are saved into the scene
- file. Pass 0 or the scene manager to save the full scene (which
- is also the default).
- \return True if successful. */
- virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
-
- //! Loads a scene. Note that the current scene is not cleared before.
- /** The scene is usually loaded from an .irr file, an xml based
- format, but other scene formats can be added to the engine via
- ISceneManager::addExternalSceneLoader. .irr files can Be edited
- with the Irrlicht Engine Editor, irrEdit
- (http://www.ambiera.com/irredit/) or saved directly by the engine
- using ISceneManager::saveScene().
- \param filename Name of the file to load from.
- \param userDataSerializer If you want to load user data
- possibily saved in that file for some scene nodes in the file,
- implement the ISceneUserDataSerializer interface and provide it
- as parameter here. Otherwise, simply specify 0 as this
- parameter.
- \param rootNode Node which is taken as the root node of the
- scene. Pass 0 to add the scene directly to the scene manager
- (which is also the default).
- \return True if successful. */
- virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
-
- //! Loads a scene. Note that the current scene is not cleared before.
- /** The scene is usually loaded from an .irr file, an xml based
- format, but other scene formats can be added to the engine via
- ISceneManager::addExternalSceneLoader. .irr files can Be edited
- with the Irrlicht Engine Editor, irrEdit
- (http://www.ambiera.com/irredit/) or saved directly by the engine
- using ISceneManager::saveScene().
- \param file File where the scene is loaded from.
- \param userDataSerializer If you want to load user data
- saved in that file for some scene nodes in the file,
- implement the ISceneUserDataSerializer interface and provide it
- as parameter here. Otherwise, simply specify 0 as this
- parameter.
- \param rootNode Node which is taken as the root node of the
- scene. Pass 0 to add the scene directly to the scene manager
- (which is also the default).
- \return True if successful. */
- virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
-
//! Get a mesh writer implementation if available
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
for details. */
|