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Remove unused attribute saving and loading (#86)
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@ -110,10 +110,8 @@ namespace scene
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class IMeshManipulator;
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class IMeshSceneNode;
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class IMeshWriter;
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class ISceneLoader;
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class ISceneNode;
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class ISceneNodeFactory;
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class ISceneUserDataSerializer;
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//! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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/** All Scene nodes can be created only here.
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@ -560,24 +558,6 @@ namespace scene
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\return A pointer to the specified loader, 0 if the index is incorrect. */
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virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
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//! Adds an external scene loader for extending the engine with new file formats.
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/** If you want the engine to be extended with
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file formats it currently is not able to load (e.g. .vrml), just implement
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the ISceneLoader interface in your loading class and add it with this method.
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Using this method it is also possible to override the built-in scene loaders
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with newer or updated versions without the need to recompile the engine.
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\param externalLoader: Implementation of a new mesh loader. */
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virtual void addExternalSceneLoader(ISceneLoader* externalLoader) = 0;
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//! Returns the number of scene loaders supported by Irrlicht at this time
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virtual u32 getSceneLoaderCount() const = 0;
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//! Retrieve the given scene loader
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/** \param index The index of the loader to retrieve. This parameter is an 0-based
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array index.
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\return A pointer to the specified loader, 0 if the index is incorrect. */
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virtual ISceneLoader* getSceneLoader(u32 index) const = 0;
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//! Get pointer to the scene collision manager.
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/** \return Pointer to the collision manager
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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@ -669,80 +649,6 @@ namespace scene
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See IReferenceCounted::drop() for more information. */
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virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
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//! Saves the current scene into a file.
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/** Scene nodes with the option isDebugObject set to true are
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not being saved. The scene is usually written to an .irr file,
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an xml based format. .irr files can Be edited with the Irrlicht
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Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
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load .irr files again, see ISceneManager::loadScene().
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\param filename Name of the file.
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\param userDataSerializer If you want to save some user data
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for every scene node into the file, implement the
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ISceneUserDataSerializer interface and provide it as parameter
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here. Otherwise, simply specify 0 as this parameter.
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\param node Node which is taken as the top node of the scene.
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This node and all of its descendants are saved into the scene
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file. Pass 0 or the scene manager to save the full scene (which
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is also the default).
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\return True if successful. */
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virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
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//! Saves the current scene into a file.
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/** Scene nodes with the option isDebugObject set to true are
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not being saved. The scene is usually written to an .irr file,
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an xml based format. .irr files can Be edited with the Irrlicht
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Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
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load .irr files again, see ISceneManager::loadScene().
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\param file File where the scene is saved into.
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\param userDataSerializer If you want to save some user data
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for every scene node into the file, implement the
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ISceneUserDataSerializer interface and provide it as parameter
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here. Otherwise, simply specify 0 as this parameter.
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\param node Node which is taken as the top node of the scene.
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This node and all of its descendants are saved into the scene
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file. Pass 0 or the scene manager to save the full scene (which
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is also the default).
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\return True if successful. */
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virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
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//! Loads a scene. Note that the current scene is not cleared before.
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/** The scene is usually loaded from an .irr file, an xml based
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format, but other scene formats can be added to the engine via
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ISceneManager::addExternalSceneLoader. .irr files can Be edited
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with the Irrlicht Engine Editor, irrEdit
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(http://www.ambiera.com/irredit/) or saved directly by the engine
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using ISceneManager::saveScene().
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\param filename Name of the file to load from.
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\param userDataSerializer If you want to load user data
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possibily saved in that file for some scene nodes in the file,
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implement the ISceneUserDataSerializer interface and provide it
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as parameter here. Otherwise, simply specify 0 as this
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parameter.
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\param rootNode Node which is taken as the root node of the
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scene. Pass 0 to add the scene directly to the scene manager
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(which is also the default).
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\return True if successful. */
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virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
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//! Loads a scene. Note that the current scene is not cleared before.
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/** The scene is usually loaded from an .irr file, an xml based
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format, but other scene formats can be added to the engine via
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ISceneManager::addExternalSceneLoader. .irr files can Be edited
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with the Irrlicht Engine Editor, irrEdit
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(http://www.ambiera.com/irredit/) or saved directly by the engine
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using ISceneManager::saveScene().
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\param file File where the scene is loaded from.
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\param userDataSerializer If you want to load user data
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saved in that file for some scene nodes in the file,
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implement the ISceneUserDataSerializer interface and provide it
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as parameter here. Otherwise, simply specify 0 as this
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parameter.
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\param rootNode Node which is taken as the root node of the
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scene. Pass 0 to add the scene directly to the scene manager
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(which is also the default).
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\return True if successful. */
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virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
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//! Get a mesh writer implementation if available
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/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
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for details. */
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