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Drop XML implementation, related code and dependent features
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@ -19,7 +19,6 @@
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#include "SceneParameters.h"
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#include "IGeometryCreator.h"
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#include "ISkinnedMesh.h"
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#include "IXMLWriter.h"
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namespace irr
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{
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@ -199,37 +198,6 @@ namespace scene
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* directly in Irrlicht.
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* </TR>
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* <TR>
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* <TD>COLLADA (.dae, .xml)</TD>
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* <TD>COLLADA is an open Digital Asset Exchange Schema for
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* the interactive 3D industry. There are exporters and
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* importers for this format available for most of the
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* big 3d packagesat http://collada.org. Irrlicht can
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* import COLLADA files by using the
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* ISceneManager::getMesh() method. COLLADA files need
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* not contain only one single mesh but multiple meshes
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* and a whole scene setup with lights, cameras and mesh
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* instances, this loader can set up a scene as
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* described by the COLLADA file instead of loading and
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* returning one single mesh. By default, this loader
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* behaves like the other loaders and does not create
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* instances, but it can be switched into this mode by
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* using
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* SceneManager->getParameters()->setAttribute(COLLADA_CREATE_SCENE_INSTANCES, true);
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* Created scene nodes will be named as the names of the
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* nodes in the COLLADA file. The returned mesh is just
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* a dummy object in this mode. Meshes included in the
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* scene will be added into the scene manager with the
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* following naming scheme:
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* "path/to/file/file.dea#meshname". The loading of such
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* meshes is logged. Currently, this loader is able to
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* create meshes (made of only polygons), lights, and
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* cameras. Materials and animations are currently not
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* supported but this will change with future releases.
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* </TD>
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* </TR>
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* <TR>
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* <TD>Delgine DeleD (.dmf)</TD>
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* <TD>DeleD (delgine.com) is a 3D editor and level-editor
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* combined into one and is specifically designed for 3D
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@ -266,13 +234,6 @@ namespace scene
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* by Fabio Concas and adapted by Thomas Alten.</TD>
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* </TR>
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* <TR>
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* <TD>Irrlicht Mesh (.irrMesh)</TD>
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* <TD>This is a static mesh format written in XML, native
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* to Irrlicht and written by the irr mesh writer.
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* This format is exported by the CopperCube engine's
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* lightmapper.</TD>
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* </TR>
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* <TR>
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* <TD>LightWave (.lwo)</TD>
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* <TD>Native to NewTek's LightWave 3D, the LWO format is well
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* known and supported by many exporters. This loader will
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@ -1586,26 +1547,6 @@ namespace scene
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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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//! 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 writer XMLWriter with which the scene is saved.
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\param currentPath Path which is used for relative file names.
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Usually the directory of the file written 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::IXMLWriter* writer, const io::path& currentPath, 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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