Remove unused attribute saving and loading (#86)

This commit is contained in:
ROllerozxa
2021-12-29 23:00:56 +01:00
committed by GitHub
parent dd09fdcb4e
commit 52e03a8485
72 changed files with 21 additions and 6512 deletions

View File

@ -110,10 +110,8 @@ namespace scene
class IMeshManipulator;
class IMeshSceneNode;
class IMeshWriter;
class ISceneLoader;
class ISceneNode;
class ISceneNodeFactory;
class ISceneUserDataSerializer;
//! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
/** All Scene nodes can be created only here.
@ -560,24 +558,6 @@ namespace scene
\return A pointer to the specified loader, 0 if the index is incorrect. */
virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
//! Adds an external scene loader for extending the engine with new file formats.
/** If you want the engine to be extended with
file formats it currently is not able to load (e.g. .vrml), just implement
the ISceneLoader interface in your loading class and add it with this method.
Using this method it is also possible to override the built-in scene loaders
with newer or updated versions without the need to recompile the engine.
\param externalLoader: Implementation of a new mesh loader. */
virtual void addExternalSceneLoader(ISceneLoader* externalLoader) = 0;
//! Returns the number of scene loaders supported by Irrlicht at this time
virtual u32 getSceneLoaderCount() const = 0;
//! Retrieve the given scene loader
/** \param index The index of the loader to retrieve. This parameter is an 0-based
array index.
\return A pointer to the specified loader, 0 if the index is incorrect. */
virtual ISceneLoader* getSceneLoader(u32 index) const = 0;
//! Get pointer to the scene collision manager.
/** \return Pointer to the collision manager
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
@ -669,80 +649,6 @@ namespace scene
See IReferenceCounted::drop() for more information. */
virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
//! Saves the current scene into a file.
/** Scene nodes with the option isDebugObject set to true are
not being saved. The scene is usually written to an .irr file,
an xml based format. .irr files can Be edited with the Irrlicht
Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
load .irr files again, see ISceneManager::loadScene().
\param filename Name of the file.
\param userDataSerializer If you want to save some user data
for every scene node into the file, implement the
ISceneUserDataSerializer interface and provide it as parameter
here. Otherwise, simply specify 0 as this parameter.
\param node Node which is taken as the top node of the scene.
This node and all of its descendants are saved into the scene
file. Pass 0 or the scene manager to save the full scene (which
is also the default).
\return True if successful. */
virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
//! Saves the current scene into a file.
/** Scene nodes with the option isDebugObject set to true are
not being saved. The scene is usually written to an .irr file,
an xml based format. .irr files can Be edited with the Irrlicht
Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
load .irr files again, see ISceneManager::loadScene().
\param file File where the scene is saved into.
\param userDataSerializer If you want to save some user data
for every scene node into the file, implement the
ISceneUserDataSerializer interface and provide it as parameter
here. Otherwise, simply specify 0 as this parameter.
\param node Node which is taken as the top node of the scene.
This node and all of its descendants are saved into the scene
file. Pass 0 or the scene manager to save the full scene (which
is also the default).
\return True if successful. */
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
//! Loads a scene. Note that the current scene is not cleared before.
/** The scene is usually loaded from an .irr file, an xml based
format, but other scene formats can be added to the engine via
ISceneManager::addExternalSceneLoader. .irr files can Be edited
with the Irrlicht Engine Editor, irrEdit
(http://www.ambiera.com/irredit/) or saved directly by the engine
using ISceneManager::saveScene().
\param filename Name of the file to load from.
\param userDataSerializer If you want to load user data
possibily saved in that file for some scene nodes in the file,
implement the ISceneUserDataSerializer interface and provide it
as parameter here. Otherwise, simply specify 0 as this
parameter.
\param rootNode Node which is taken as the root node of the
scene. Pass 0 to add the scene directly to the scene manager
(which is also the default).
\return True if successful. */
virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
//! Loads a scene. Note that the current scene is not cleared before.
/** The scene is usually loaded from an .irr file, an xml based
format, but other scene formats can be added to the engine via
ISceneManager::addExternalSceneLoader. .irr files can Be edited
with the Irrlicht Engine Editor, irrEdit
(http://www.ambiera.com/irredit/) or saved directly by the engine
using ISceneManager::saveScene().
\param file File where the scene is loaded from.
\param userDataSerializer If you want to load user data
saved in that file for some scene nodes in the file,
implement the ISceneUserDataSerializer interface and provide it
as parameter here. Otherwise, simply specify 0 as this
parameter.
\param rootNode Node which is taken as the root node of the
scene. Pass 0 to add the scene directly to the scene manager
(which is also the default).
\return True if successful. */
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
//! Get a mesh writer implementation if available
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
for details. */