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Tear out mesh writers
Totally unused in Minetest
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __E_MESH_WRITER_ENUMS_H_INCLUDED__
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#define __E_MESH_WRITER_ENUMS_H_INCLUDED__
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#include "irrTypes.h"
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namespace irr
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{
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namespace scene
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{
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//! An enumeration for all supported types of built-in mesh writers
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/** A scene mesh writers is represented by a four character code
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such as 'irrm' or 'coll' instead of simple numbers, to avoid
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name clashes with external mesh writers.*/
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enum EMESH_WRITER_TYPE
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{
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//! B3D mesh writer, for static .b3d files
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// EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
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};
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//! flags configuring mesh writing
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enum E_MESH_WRITER_FLAGS
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{
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//! no writer flags
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EMWF_NONE = 0,
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//! write lightmap textures out if possible
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//! Currently not used by any Irrlicht mesh-writer
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// (Note: User meshwriters can still use it)
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EMWF_WRITE_LIGHTMAPS = 0x1,
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//! write in a way that consumes less disk space
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// (Note: Mainly there for user meshwriters)
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EMWF_WRITE_COMPRESSED = 0x2,
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//! write in binary format rather than text
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EMWF_WRITE_BINARY = 0x4
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __E_MESH_WRITER_ENUMS_H_INCLUDED__
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IReferenceCounted.h"
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#include "EMeshWriterEnums.h"
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namespace irr
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{
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namespace io
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{
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class IWriteFile;
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} // end namespace io
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namespace scene
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{
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class IMesh;
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//! Interface for writing meshes
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class IMeshWriter : public virtual IReferenceCounted
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{
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public:
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//! Destructor
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virtual ~IMeshWriter() {}
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//! Get the type of the mesh writer
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/** For own implementations, use MAKE_IRR_ID as shown in the
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EMESH_WRITER_TYPE enumeration to return your own unique mesh
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type id.
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\return Type of the mesh writer. */
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virtual EMESH_WRITER_TYPE getType() const = 0;
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//! Write a static mesh.
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/** \param file File handle to write the mesh to.
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\param mesh Pointer to mesh to be written.
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\param flags Optional flags to set properties of the writer.
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\return True if successful */
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virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh,
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s32 flags=EMWF_NONE) = 0;
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// Writes an animated mesh
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// for future use, only b3d writer is able to write animated meshes currently and that was implemented using the writeMesh above.
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/* \return Returns true if successful */
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//virtual bool writeAnimatedMesh(io::IWriteFile* file,
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// scene::IAnimatedMesh* mesh,
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// s32 flags=EMWF_NONE) = 0;
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};
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} // end namespace
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} // end namespace
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@ -13,7 +13,6 @@
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#include "dimension2d.h"
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#include "dimension2d.h"
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#include "SColor.h"
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#include "SColor.h"
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#include "ESceneNodeTypes.h"
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#include "ESceneNodeTypes.h"
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#include "EMeshWriterEnums.h"
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#include "SceneParameters.h"
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#include "SceneParameters.h"
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#include "ISkinnedMesh.h"
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#include "ISkinnedMesh.h"
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@ -109,7 +108,6 @@ namespace scene
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class IMeshLoader;
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class IMeshLoader;
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class IMeshManipulator;
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class IMeshManipulator;
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class IMeshSceneNode;
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class IMeshSceneNode;
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class IMeshWriter;
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class ISceneNode;
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class ISceneNode;
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class ISceneNodeFactory;
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class ISceneNodeFactory;
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@ -433,10 +431,6 @@ namespace scene
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See IReferenceCounted::drop() for more information. */
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See IReferenceCounted::drop() for more information. */
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virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
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virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
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//! Get a mesh writer implementation if available
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/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
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for details. */
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virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
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//! Get a skinned mesh, which is not available as header-only code
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//! Get a skinned mesh, which is not available as header-only code
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/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
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/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
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@ -42,7 +42,6 @@
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#include "EHardwareBufferFlags.h"
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#include "EHardwareBufferFlags.h"
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#include "EMaterialProps.h"
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#include "EMaterialProps.h"
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#include "EMaterialTypes.h"
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#include "EMaterialTypes.h"
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#include "EMeshWriterEnums.h"
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#include "ESceneNodeTypes.h"
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#include "ESceneNodeTypes.h"
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#include "fast_atof.h"
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#include "fast_atof.h"
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#include "IAnimatedMesh.h"
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#include "IAnimatedMesh.h"
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@ -88,7 +87,6 @@
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#include "IMeshLoader.h"
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#include "IMeshLoader.h"
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#include "IMeshManipulator.h"
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#include "IMeshManipulator.h"
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#include "IMeshSceneNode.h"
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#include "IMeshSceneNode.h"
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#include "IMeshWriter.h"
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#include "IOSOperator.h"
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#include "IOSOperator.h"
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#include "IReadFile.h"
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#include "IReadFile.h"
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#include "IReferenceCounted.h"
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#include "IReferenceCounted.h"
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@ -862,13 +862,6 @@ ISkinnedMesh* CSceneManager::createSkinnedMesh()
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return new CSkinnedMesh();
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return new CSkinnedMesh();
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}
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}
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//! Returns a mesh writer implementation if available
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IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
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{
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return 0;
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}
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// creates a scenemanager
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// creates a scenemanager
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ISceneManager* createSceneManager(video::IVideoDriver* driver, gui::ICursorControl* cursorcontrol)
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ISceneManager* createSceneManager(video::IVideoDriver* driver, gui::ICursorControl* cursorcontrol)
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{
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{
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//! Returns type of the scene node
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//! Returns type of the scene node
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ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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//! Returns a mesh writer implementation if available
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IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) override;
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//! Get a skinned mesh, which is not available as header-only code
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//! Get a skinned mesh, which is not available as header-only code
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ISkinnedMesh* createSkinnedMesh() override;
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ISkinnedMesh* createSkinnedMesh() override;
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