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Remove IAnimatedMesh::[gs]etAnimationSpeed
This is dead code: We always end up throwing the animation speed away, forcing modders to supply it. It is also irrelevant for the future (glTF).
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-39
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4 files changed

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-39
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irr/include/IAnimatedMesh.h

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@@ -19,19 +19,6 @@ class IAnimatedMesh : public IMesh
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//! Gets the maximum frame number, 0 if the mesh is static.
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virtual f32 getMaxFrameNumber() const = 0;
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//! Gets the animation speed of the animated mesh.
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/** \return The number of frames per second to play the
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animation with by default. If the amount is 0,
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it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const = 0;
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//! Sets the animation speed of the animated mesh.
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/** \param fps Number of frames per second to play the
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animation with by default. If the amount is 0,
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it is not animated. The actual speed is set in the
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scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) = 0;
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//! Returns the type of the animated mesh. Useful for safe downcasts.
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E_ANIMATED_MESH_TYPE getMeshType() const = 0;
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};

irr/include/SMesh.h

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@@ -138,8 +138,6 @@ struct SMesh final : public IAnimatedMesh
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// with all the animation-related parts behind an optional.
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virtual f32 getMaxFrameNumber() const override { return 0.0f; }
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virtual f32 getAnimationSpeed() const override { return 0.0f; }
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virtual void setAnimationSpeed(f32 fps) override {}
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E_ANIMATED_MESH_TYPE getMeshType() const override { return EAMT_STATIC; }
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};
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irr/include/SkinnedMesh.h

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@@ -59,15 +59,6 @@ class SkinnedMesh : public IAnimatedMesh
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//! If the duration is 0, it is a static (=non animated) mesh.
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f32 getMaxFrameNumber() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 getAnimationSpeed() const override;
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! Turns the given array of local matrices into an array of global matrices
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//! by multiplying with respective parent matrices.
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void calculateGlobalMatrices(std::vector<core::matrix4> &matrices) const;

irr/src/SkinnedMesh.cpp

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@@ -36,21 +36,6 @@ f32 SkinnedMesh::getMaxFrameNumber() const
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return EndFrame;
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}
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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f32 SkinnedMesh::getAnimationSpeed() const
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{
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return FramesPerSecond;
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}
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void SkinnedMesh::setAnimationSpeed(f32 fps)
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{
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FramesPerSecond = fps;
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}
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// Keyframe Animation
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