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Remove unused attribute saving and loading (#86)
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@ -300,41 +300,6 @@ void CCameraSceneNode::recalculateViewArea()
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}
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//! Writes attributes of the scene node.
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void CCameraSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ICameraSceneNode::serializeAttributes(out, options);
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out->addVector3d("Target", Target);
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out->addVector3d("UpVector", UpVector);
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out->addFloat("Fovy", Fovy);
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out->addFloat("Aspect", Aspect);
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out->addFloat("ZNear", ZNear);
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out->addFloat("ZFar", ZFar);
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out->addBool("Binding", TargetAndRotationAreBound);
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out->addBool("ReceiveInput", InputReceiverEnabled);
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}
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//! Reads attributes of the scene node.
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void CCameraSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ICameraSceneNode::deserializeAttributes(in, options);
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Target = in->getAttributeAsVector3d("Target");
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UpVector = in->getAttributeAsVector3d("UpVector");
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Fovy = in->getAttributeAsFloat("Fovy");
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Aspect = in->getAttributeAsFloat("Aspect");
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ZNear = in->getAttributeAsFloat("ZNear");
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ZFar = in->getAttributeAsFloat("ZFar");
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TargetAndRotationAreBound = in->getAttributeAsBool("Binding");
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if ( in->findAttribute("ReceiveInput") )
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InputReceiverEnabled = in->getAttributeAsBool("ReceiveInput");
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recalculateProjectionMatrix();
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recalculateViewArea();
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}
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//! Set the binding between the camera's rotation adn target.
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void CCameraSceneNode::bindTargetAndRotation(bool bound)
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{
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