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Delete lots of unused features (#48)
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@ -7,15 +7,12 @@
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#include "ISceneNode.h"
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#include "IBoneSceneNode.h"
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#include "IAnimatedMeshMD2.h"
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#include "IAnimatedMeshMD3.h"
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#include "IAnimatedMesh.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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class IShadowVolumeSceneNode;
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enum E_JOINT_UPDATE_ON_RENDER
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{
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//! do nothing
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@ -88,31 +85,6 @@ namespace scene
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/** \return Frames per second played. */
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virtual f32 getAnimationSpeed() const =0;
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/** The shadow can be rendered using the ZPass or the zfail
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method. ZPass is a little bit faster because the shadow volume
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creation is easier, but with this method there occur ugly
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looking artifacts when the camera is inside the shadow volume.
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These error do not occur with the ZFail method, but it can
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have trouble with clipping to the far-plane (it usually works
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well in OpenGL and fails with other drivers).
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\param shadowMesh: Optional custom mesh for shadow volume.
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\param id: Id of the shadow scene node. This id can be used to
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identify the node later.
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume. For zfail shadow volumes on some drivers
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only suppport finite shadows, so camera zfar must be larger than
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shadow back cap,which is depending on the infinity parameter).
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Infinity value also scales by the scaling factors of the model.
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If shadows don't show up with zfail then try reducing infinity.
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If shadows are cut-off then try increasing infinity.
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
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/** With this method it is possible to attach scene nodes to
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joints for example possible to attach a weapon to the left hand
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@ -137,31 +109,6 @@ namespace scene
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/** \return Amount of joints in the mesh. */
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virtual u32 getJointCount() const = 0;
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//! Starts a default MD2 animation.
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/** With this method it is easily possible to start a Run,
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Attack, Die or whatever animation, if the mesh contained in
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this scene node is an md2 mesh. Otherwise, nothing happens.
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\param anim: An MD2 animation type, which should be played, for
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example EMAT_STAND for the standing animation.
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\return True if successful, and false if not, for example if
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the mesh in the scene node is not a md2 mesh. */
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virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
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//! Starts a special MD2 animation.
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/** With this method it is easily possible to start a Run,
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Attack, Die or whatever animation, if the mesh contained in
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this scene node is an md2 mesh. Otherwise, nothing happens.
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This method uses a character string to identify the animation.
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If the animation is a standard md2 animation, you might want to
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start this animation with the EMD2_ANIMATION_TYPE enumeration
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instead.
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\param animationName: Name of the animation which should be
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played.
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\return Returns true if successful, and false if not, for
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example if the mesh in the scene node is not an md2 mesh, or no
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animation with this name could be found. */
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virtual bool setMD2Animation(const c8* animationName) = 0;
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//! Returns the currently displayed frame number.
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virtual f32 getFrameNr() const = 0;
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//! Returns the current start frame number.
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@ -198,9 +145,6 @@ namespace scene
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//! Returns the current mesh
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virtual IAnimatedMesh* getMesh(void) = 0;
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//! Get the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh, or the absolutetransformation if it's a normal scenenode
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virtual const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) = 0;
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//! Set how the joints should be updated on render
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virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
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