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Drop dependency on FileSystem from SceneManager
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@ -318,20 +318,10 @@ namespace scene
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* \endcode
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* If you would like to implement and add your own file format loader to Irrlicht,
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* see addExternalMeshLoader().
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* \param filename: Filename of the mesh to load.
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* \param alternativeCacheName: In case you want to have the mesh under another name in the cache (to create real copies)
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* \param file File handle of the mesh to load.
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* \return Null if failed, otherwise pointer to the mesh.
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* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
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**/
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virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;
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//! Get pointer to an animateable mesh. Loads the file if not loaded already.
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/** Works just as getMesh(const char* filename). If you want to
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remove a loaded mesh from the cache again, use removeMesh().
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\param file File handle of the mesh to load.
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\return NULL if failed and pointer to the mesh if successful.
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This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
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//! Get interface to the mesh cache which is shared between all existing scene managers.
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@ -345,11 +335,6 @@ namespace scene
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual video::IVideoDriver* getVideoDriver() = 0;
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//! Get the active FileSystem
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/** \return Pointer to the FileSystem
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual io::IFileSystem* getFileSystem() = 0;
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//! Adds a scene node for rendering an animated mesh model.
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/** \param mesh: Pointer to the loaded animated mesh to be displayed.
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\param parent: Parent of the scene node. Can be NULL if no parent.
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