irrlicht/source/Irrlicht/CMeshCache.h
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00

124 lines
4.6 KiB
C++

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