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Remove more dead code (#108)
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@ -44,8 +44,6 @@
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#include "CDummyTransformationSceneNode.h"
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#include "CEmptySceneNode.h"
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#include "CDefaultSceneNodeFactory.h"
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#include "CSceneCollisionManager.h"
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namespace irr
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@ -110,11 +108,6 @@ CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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#endif
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// factories
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ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
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registerSceneNodeFactory(factory);
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factory->drop();
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IRR_PROFILE(
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static bool initProfile = false;
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if (!initProfile )
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@ -173,9 +166,6 @@ CSceneManager::~CSceneManager()
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if (Parameters)
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Parameters->drop();
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for (i=0; i<SceneNodeFactoryList.size(); ++i)
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SceneNodeFactoryList[i]->drop();
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// remove all nodes before dropping the driver
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// as render targets may be destroyed twice
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@ -998,62 +988,6 @@ ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
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}
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//! Returns the default scene node factory which can create all built in scene nodes
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ISceneNodeFactory* CSceneManager::getDefaultSceneNodeFactory()
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{
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return getSceneNodeFactory(0);
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}
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//! Adds a scene node factory to the scene manager.
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void CSceneManager::registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd)
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{
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if (factoryToAdd)
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{
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factoryToAdd->grab();
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SceneNodeFactoryList.push_back(factoryToAdd);
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}
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}
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//! Returns amount of registered scene node factories.
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u32 CSceneManager::getRegisteredSceneNodeFactoryCount() const
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{
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return SceneNodeFactoryList.size();
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}
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//! Returns a scene node factory by index
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ISceneNodeFactory* CSceneManager::getSceneNodeFactory(u32 index)
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{
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if (index < SceneNodeFactoryList.size())
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return SceneNodeFactoryList[index];
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return 0;
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}
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//! Returns a typename from a scene node type or null if not found
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const c8* CSceneManager::getSceneNodeTypeName(ESCENE_NODE_TYPE type)
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{
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const char* name = 0;
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for (s32 i=(s32)SceneNodeFactoryList.size()-1; !name && i>=0; --i)
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name = SceneNodeFactoryList[i]->getCreateableSceneNodeTypeName(type);
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return name;
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}
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//! Adds a scene node to the scene by name
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ISceneNode* CSceneManager::addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent)
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{
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ISceneNode* node = 0;
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for (s32 i=(s32)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
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node = SceneNodeFactoryList[i]->addSceneNode(sceneNodeTypeName, parent);
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return node;
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}
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//! Sets ambient color of the scene
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void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
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{
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