Delete lots of unused features (#48)

This commit is contained in:
hecks
2021-07-23 16:23:44 +02:00
committed by GitHub
parent dc2246dae7
commit 4ab3de3bab
1103 changed files with 41 additions and 216490 deletions

View File

@ -78,11 +78,6 @@ namespace scene
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
s32 id, bool zfailmethod=true, f32 infinity=1000.0f) _IRR_OVERRIDE_;
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
virtual IBoneSceneNode* getJointNode(const c8* jointName) _IRR_OVERRIDE_;
@ -98,12 +93,6 @@ namespace scene
//! or to remove attached child.
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
//! Starts a MD2 animation.
virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) _IRR_OVERRIDE_;
//! Starts a special MD2 animation.
virtual bool setMD2Animation(const c8* animationName) _IRR_OVERRIDE_;
//! Returns the current displayed frame number.
virtual f32 getFrameNr() const _IRR_OVERRIDE_;
//! Returns the current start frame number.
@ -134,10 +123,6 @@ namespace scene
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_ANIMATED_MESH; }
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
const SMD3QuaternionTag* getMD3TagTransformation( const core::stringc & tagname) _IRR_OVERRIDE_;
//! updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePosition() _IRR_OVERRIDE_;
@ -195,25 +180,8 @@ namespace scene
IAnimationEndCallBack* LoopCallBack;
s32 PassCount;
IShadowVolumeSceneNode* Shadow;
core::array<IBoneSceneNode* > JointChildSceneNodes;
core::array<core::matrix4> PretransitingSave;
// Quake3 Model
struct SMD3Special : public virtual IReferenceCounted
{
core::stringc Tagname;
SMD3QuaternionTagList AbsoluteTagList;
SMD3Special & operator = (const SMD3Special & copyMe)
{
Tagname = copyMe.Tagname;
AbsoluteTagList = copyMe.AbsoluteTagList;
return *this;
}
};
SMD3Special *MD3Special;
};
} // end namespace scene