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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/ISceneNode.h | |
parent | dd09fdcb4e56fc6185ed25d39ab68fad88f31e3b (diff) | |
download | irrlicht-52e03a8485d3f2ad9c2aa14341a2ad5aca74ee9d.tar.xz |
Remove unused attribute saving and loading (#86)
Diffstat (limited to 'include/ISceneNode.h')
-rw-r--r-- | include/ISceneNode.h | 65 |
1 files changed, 2 insertions, 63 deletions
diff --git a/include/ISceneNode.h b/include/ISceneNode.h index 63d1566..3f50c6e 100644 --- a/include/ISceneNode.h +++ b/include/ISceneNode.h @@ -5,7 +5,7 @@ #ifndef __I_SCENE_NODE_H_INCLUDED__
#define __I_SCENE_NODE_H_INCLUDED__
-#include "IAttributeExchangingObject.h"
+#include "IReferenceCounted.h"
#include "ESceneNodeTypes.h"
#include "ECullingTypes.h"
#include "EDebugSceneTypes.h"
@@ -34,7 +34,7 @@ namespace scene example easily possible to attach a light to a moving car, or to place
a walking character on a moving platform on a moving ship.
*/
- class ISceneNode : virtual public io::IAttributeExchangingObject
+ class ISceneNode : virtual public IReferenceCounted
{
public:
@@ -571,67 +571,6 @@ namespace scene return ESNT_UNKNOWN;
}
-
- //! Writes attributes of the scene node.
- /** Implement this to expose the attributes of your scene node
- for scripting languages, editors, debuggers or xml
- serialization purposes.
- \param out The attribute container to write into.
- \param options Additional options which might influence the
- serialization. */
- virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_
- {
- if (!out)
- return;
- out->addString("Name", Name.c_str());
- out->addInt("Id", ID );
-
- out->addVector3d("Position", getPosition() );
- out->addVector3d("Rotation", getRotation() );
- out->addVector3d("Scale", getScale() );
-
- out->addBool("Visible", IsVisible );
- out->addInt("AutomaticCulling", AutomaticCullingState);
- out->addInt("DebugDataVisible", DebugDataVisible );
- out->addBool("IsDebugObject", IsDebugObject );
- }
-
-
- //! Reads attributes of the scene node.
- /** Implement this to set the attributes of your scene node for
- scripting languages, editors, debuggers or xml deserialization
- purposes.
- \param in The attribute container to read from.
- \param options Additional options which might influence the
- deserialization. */
- virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_
- {
- if (!in)
- return;
- Name = in->getAttributeAsString("Name", Name);
- ID = in->getAttributeAsInt("Id", ID);
-
- setPosition(in->getAttributeAsVector3d("Position", RelativeTranslation));
- setRotation(in->getAttributeAsVector3d("Rotation", RelativeRotation));
- setScale(in->getAttributeAsVector3d("Scale", RelativeScale));
-
- IsVisible = in->getAttributeAsBool("Visible", IsVisible);
- if (in->existsAttribute("AutomaticCulling"))
- {
- s32 tmpState = in->getAttributeAsEnumeration("AutomaticCulling",
- scene::AutomaticCullingNames);
- if (tmpState != -1)
- AutomaticCullingState = (u32)tmpState;
- else
- AutomaticCullingState = in->getAttributeAsInt("AutomaticCulling");
- }
-
- DebugDataVisible = in->getAttributeAsInt("DebugDataVisible", DebugDataVisible);
- IsDebugObject = in->getAttributeAsBool("IsDebugObject", IsDebugObject);
-
- updateAbsolutePosition();
- }
-
//! Creates a clone of this scene node and its children.
/** \param newParent An optional new parent.
\param newManager An optional new scene manager.
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