Legacy code cleanup - part 3 (#3903)
* Legacy cleanup - part 3 Not much is left that can be easily removed, so I think this will be last cleanup before the legacy functionality is replaced. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * fix windows build, remove a few more things, re-add one file Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove legacy RenderBus + more cleanups Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove MaterialOwnerBus.h Clean-up in Cry_Matrix34/33 Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
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@@ -2735,7 +2735,7 @@ bool CBaseObject::IntersectRayMesh(const Vec3& raySrc, const Vec3& rayDir, SRayH
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return false;
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}
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Matrix34A worldTM;
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Matrix34 worldTM;
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IStatObj* pStatObj = pRenderNode->GetEntityStatObj(0, 0, &worldTM);
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if (!pStatObj)
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{
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@@ -2743,7 +2743,7 @@ bool CBaseObject::IntersectRayMesh(const Vec3& raySrc, const Vec3& rayDir, SRayH
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}
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// transform decal into object space
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Matrix34A worldTM_Inverted = worldTM.GetInverted();
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Matrix34 worldTM_Inverted = worldTM.GetInverted();
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Matrix33 worldRot(worldTM_Inverted);
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worldRot.Transpose();
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// put hit direction into the object space
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@@ -759,17 +759,6 @@ void CObjectManager::GetObjects(CBaseObjectsArray& objects) const
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}
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}
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//void CObjectManager::GetObjects(DynArray<CBaseObject*>& objects) const
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//{
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// CBaseObjectsArray objectArray;
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// GetObjects(objectArray);
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// objects.clear();
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// for (size_t i = 0, iCount(objectArray.size()); i < iCount; ++i)
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// {
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// objects.push_back(objectArray[i]);
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// }
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//}
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void CObjectManager::GetObjects(CBaseObjectsArray& objects, BaseObjectFilterFunctor const& filter) const
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{
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objects.clear();
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@@ -122,7 +122,6 @@ public:
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//! Get array of objects, managed by manager (not contain sub objects of groups).
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//! @param layer if 0 get objects for all layers, or layer to get objects from.
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void GetObjects(CBaseObjectsArray& objects) const;
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//void GetObjects(DynArray<CBaseObject*>& objects) const;
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//! Get array of objects that pass the filter.
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//! @param filter The filter functor, return true if you want to get the certain obj, return false if want to skip it.
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