Drop XML implementation, related code and dependent features

This commit is contained in:
sfan5
2021-07-07 16:52:49 +02:00
parent ecb30e3d96
commit 729c214c00
60 changed files with 10 additions and 15350 deletions

View File

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