126 lines
4.7 KiB
C++
126 lines
4.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_MESH_CACHE_H_INCLUDED__
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#define __C_MESH_CACHE_H_INCLUDED__
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#include "IMeshCache.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace scene
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{
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class CMeshCache : public IMeshCache
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{
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public:
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virtual ~CMeshCache();
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//! Adds a mesh to the internal list of loaded meshes.
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/** Usually, ISceneManager::getMesh() is called to load a mesh from file.
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That method searches the list of loaded meshes if a mesh has already been loaded and
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returns a pointer to if it is in that list and already in memory. Otherwise it loads
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the mesh. With IMeshCache::addMesh(), it is possible to pretend that a mesh already
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has been loaded. This method can be used for example by mesh loaders who need to
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load more than one mesh with one call. They can add additional meshes with this
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method to the scene manager. The COLLADA loader for example uses this method.
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\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
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parameter, the method will return the mesh parameter given with this method.
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\param mesh: Pointer to a mesh which will now be referenced by this name. */
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virtual void addMesh(const io::path& filename, IAnimatedMesh* mesh);
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//! Removes a mesh from the cache.
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/** After loading a mesh with getMesh(), the mesh can be removed from the cache
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using this method, freeing a lot of memory. */
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virtual void removeMesh(const IMesh* const mesh);
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//! Returns amount of loaded meshes in the cache.
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/** You can load new meshes into the cache using getMesh() and addMesh().
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If you ever need to access the internal mesh cache, you can do this using
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removeMesh(), getMeshNumber(), getMeshByIndex() and getMeshFilename() */
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virtual u32 getMeshCount() const;
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//! Returns current index number of the mesh, and -1 if it is not in the cache.
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virtual s32 getMeshIndex(const IMesh* const mesh) const;
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//! Returns a mesh based on its index number.
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/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
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Note that this number is only valid until a new mesh is loaded or removed *
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\return Returns pointer to the mesh or 0 if there is none with this number. */
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virtual IAnimatedMesh* getMeshByIndex(u32 index);
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//! Returns a mesh based on its name.
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/** \param name Name of the mesh. Usually a filename.
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\return Pointer to the mesh or 0 if there is none with this number. */
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virtual IAnimatedMesh* getMeshByName(const io::path& name);
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//! Get the name of a loaded mesh, based on its index.
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/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
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\return The name if mesh was found and has a name, else the path is empty. */
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virtual const io::SNamedPath& getMeshName(u32 index) const;
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//! Get the name of a loaded mesh, if there is any.
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/** \param mesh Pointer to mesh to query.
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\return The name if mesh was found and has a name, else the path is empty. */
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virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const;
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//! Renames a loaded mesh.
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/** Note that renaming meshes might change the ordering of the
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meshes, and so the index of the meshes as returned by
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getMeshIndex() or taken by some methods will change.
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\param index The index of the mesh in the cache.
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\param name New name for the mesh.
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\return True if mesh was renamed. */
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virtual bool renameMesh(u32 index, const io::path& name);
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//! Renames a loaded mesh.
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/** Note that renaming meshes might change the ordering of the
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meshes, and so the index of the meshes as returned by
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getMeshIndex() or taken by some methods will change.
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\param mesh Mesh to be renamed.
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\param name New name for the mesh.
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\return True if mesh was renamed. */
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virtual bool renameMesh(const IMesh* const mesh, const io::path& name);
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//! returns if a mesh already was loaded
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virtual bool isMeshLoaded(const io::path& name);
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//! Clears the whole mesh cache, removing all meshes.
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virtual void clear();
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//! Clears all meshes that are held in the mesh cache but not used anywhere else.
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virtual void clearUnusedMeshes();
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protected:
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struct MeshEntry
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{
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MeshEntry ( const io::path& name )
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: NamedPath ( name )
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{
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}
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io::SNamedPath NamedPath;
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IAnimatedMesh* Mesh;
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bool operator < (const MeshEntry& other) const
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{
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return (NamedPath < other.NamedPath);
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}
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};
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//! loaded meshes
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core::array<MeshEntry> Meshes;
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virtual void meshCacheChanged() {}
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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