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

@ -11,11 +11,6 @@
#include "IAnimatedMesh.h"
#include "IMaterialRenderer.h"
#include "IFileSystem.h"
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#else
#include "IShadowVolumeSceneNode.h"
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
namespace irr
{
@ -28,7 +23,7 @@ namespace scene
CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
PassCount(0), ReadOnlyMaterials(false)
{
#ifdef _DEBUG
@ -42,8 +37,6 @@ CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* m
//! destructor
CMeshSceneNode::~CMeshSceneNode()
{
if (Shadow)
Shadow->drop();
if (Mesh)
Mesh->drop();
}
@ -109,9 +102,6 @@ void CMeshSceneNode::render()
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();
if (Shadow && PassCount==1)
Shadow->updateShadowVolumes();
// for debug purposes only:
bool renderMeshes = true;
@ -210,12 +200,6 @@ void CMeshSceneNode::render()
//! or to remove attached childs.
bool CMeshSceneNode::removeChild(ISceneNode* child)
{
if (child && Shadow == child)
{
Shadow->drop();
Shadow = 0;
}
return ISceneNode::removeChild(child);
}
@ -272,29 +256,6 @@ void CMeshSceneNode::setMesh(IMesh* mesh)
}
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode(
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
{
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
return 0;
if (!shadowMesh)
shadowMesh = Mesh; // if null is given, use the mesh of node
if (Shadow)
Shadow->drop();
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
return Shadow;
#else
return 0;
#endif
}
void CMeshSceneNode::copyMaterials()
{
Materials.clear();
@ -414,9 +375,6 @@ ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManag
nb->cloneMembers(this, newManager);
nb->ReadOnlyMaterials = ReadOnlyMaterials;
nb->Materials = Materials;
nb->Shadow = Shadow;
if ( nb->Shadow )
nb->Shadow->grab();
if (newParent)
nb->drop();