From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8/include/ISceneNodeFactory.h | 68 ---------------------- 1 file changed, 68 deletions(-) delete mode 100644 libraries/irrlicht-1.8/include/ISceneNodeFactory.h (limited to 'libraries/irrlicht-1.8/include/ISceneNodeFactory.h') diff --git a/libraries/irrlicht-1.8/include/ISceneNodeFactory.h b/libraries/irrlicht-1.8/include/ISceneNodeFactory.h deleted file mode 100644 index 247b47b..0000000 --- a/libraries/irrlicht-1.8/include/ISceneNodeFactory.h +++ /dev/null @@ -1,68 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_SCENE_NODE_FACTORY_H_INCLUDED__ -#define __I_SCENE_NODE_FACTORY_H_INCLUDED__ - -#include "IReferenceCounted.h" -#include "ESceneNodeTypes.h" - -namespace irr -{ - -namespace scene -{ - class ISceneNode; - - //! Interface for dynamic creation of scene nodes - /** To be able to add custom scene nodes to Irrlicht and to make it possible for the - scene manager to save and load those external scene nodes, simply implement this - interface and register it in you scene manager via ISceneManager::registerSceneNodeFactory. - Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to - increase the reference counter of the scene node manager. This is not necessary because the - scene node manager will grab() the factory anyway, and otherwise cyclic references will - be created and the scene manager and all its nodes won't get deallocated. - */ - class ISceneNodeFactory : public virtual IReferenceCounted - { - public: - //! adds a scene node to the scene graph based on its type id - /** \param type: Type of the scene node to add. - \param parent: Parent scene node of the new node, can be null to add the scene node to the root. - \return Returns pointer to the new scene node or null if not successful. - This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ - virtual ISceneNode* addSceneNode(ESCENE_NODE_TYPE type, ISceneNode* parent=0) = 0; - - //! adds a scene node to the scene graph based on its type name - /** \param typeName: Type name of the scene node to add. - \param parent: Parent scene node of the new node, can be null to add the scene node to the root. - \return Returns pointer to the new scene node or null if not successful. - This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ - virtual ISceneNode* addSceneNode(const c8* typeName, ISceneNode* parent=0) = 0; - - //! returns amount of scene node types this factory is able to create - virtual u32 getCreatableSceneNodeTypeCount() const = 0; - - //! returns type of a createable scene node type - /** \param idx: Index of scene node type in this factory. Must be a value between 0 and - getCreatableSceneNodeTypeCount() */ - virtual ESCENE_NODE_TYPE getCreateableSceneNodeType(u32 idx) const = 0; - - //! returns type name of a createable scene node type by index - /** \param idx: Index of scene node type in this factory. Must be a value between 0 and - getCreatableSceneNodeTypeCount() */ - virtual const c8* getCreateableSceneNodeTypeName(u32 idx) const = 0; - - //! returns type name of a createable scene node type - /** \param type: Type of scene node. - \return: Returns name of scene node type if this factory can create the type, otherwise 0. */ - virtual const c8* getCreateableSceneNodeTypeName(ESCENE_NODE_TYPE type) const = 0; - }; - - -} // end namespace scene -} // end namespace irr - -#endif - -- cgit v1.1