mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
179 lines
3.5 KiB
C++
179 lines
3.5 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
|
||
|
|
||
|
#include "CMeshCache.h"
|
||
|
#include "IAnimatedMesh.h"
|
||
|
#include "IMesh.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
static const io::SNamedPath emptyNamedPath;
|
||
|
|
||
|
|
||
|
CMeshCache::~CMeshCache()
|
||
|
{
|
||
|
clear();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! adds a mesh to the list
|
||
|
void CMeshCache::addMesh(const io::path& filename, IAnimatedMesh* mesh)
|
||
|
{
|
||
|
mesh->grab();
|
||
|
|
||
|
MeshEntry e ( filename );
|
||
|
e.Mesh = mesh;
|
||
|
|
||
|
Meshes.push_back(e);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Removes a mesh from the cache.
|
||
|
void CMeshCache::removeMesh(const IMesh* const mesh)
|
||
|
{
|
||
|
if ( !mesh )
|
||
|
return;
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
{
|
||
|
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
|
||
|
{
|
||
|
Meshes[i].Mesh->drop();
|
||
|
Meshes.erase(i);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns amount of loaded meshes
|
||
|
u32 CMeshCache::getMeshCount() const
|
||
|
{
|
||
|
return Meshes.size();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns current number of the mesh
|
||
|
s32 CMeshCache::getMeshIndex(const IMesh* const mesh) const
|
||
|
{
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
{
|
||
|
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
|
||
|
return (s32)i;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns a mesh based on its index number
|
||
|
IAnimatedMesh* CMeshCache::getMeshByIndex(u32 number)
|
||
|
{
|
||
|
if (number >= Meshes.size())
|
||
|
return 0;
|
||
|
|
||
|
return Meshes[number].Mesh;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Returns a mesh based on its name.
|
||
|
IAnimatedMesh* CMeshCache::getMeshByName(const io::path& name)
|
||
|
{
|
||
|
MeshEntry e ( name );
|
||
|
s32 id = Meshes.binary_search(e);
|
||
|
return (id != -1) ? Meshes[id].Mesh : 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Get the name of a loaded mesh, based on its index.
|
||
|
const io::SNamedPath& CMeshCache::getMeshName(u32 index) const
|
||
|
{
|
||
|
if (index >= Meshes.size())
|
||
|
return emptyNamedPath;
|
||
|
|
||
|
return Meshes[index].NamedPath;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Get the name of a loaded mesh, if there is any.
|
||
|
const io::SNamedPath& CMeshCache::getMeshName(const IMesh* const mesh) const
|
||
|
{
|
||
|
if (!mesh)
|
||
|
return emptyNamedPath;
|
||
|
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
{
|
||
|
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
|
||
|
return Meshes[i].NamedPath;
|
||
|
}
|
||
|
|
||
|
return emptyNamedPath;
|
||
|
}
|
||
|
|
||
|
//! Renames a loaded mesh.
|
||
|
bool CMeshCache::renameMesh(u32 index, const io::path& name)
|
||
|
{
|
||
|
if (index >= Meshes.size())
|
||
|
return false;
|
||
|
|
||
|
Meshes[index].NamedPath.setPath(name);
|
||
|
Meshes.sort();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Renames a loaded mesh.
|
||
|
bool CMeshCache::renameMesh(const IMesh* const mesh, const io::path& name)
|
||
|
{
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
{
|
||
|
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
|
||
|
{
|
||
|
Meshes[i].NamedPath.setPath(name);
|
||
|
Meshes.sort();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns if a mesh already was loaded
|
||
|
bool CMeshCache::isMeshLoaded(const io::path& name)
|
||
|
{
|
||
|
return getMeshByName(name) != 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Clears the whole mesh cache, removing all meshes.
|
||
|
void CMeshCache::clear()
|
||
|
{
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
Meshes[i].Mesh->drop();
|
||
|
|
||
|
Meshes.clear();
|
||
|
}
|
||
|
|
||
|
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
||
|
void CMeshCache::clearUnusedMeshes()
|
||
|
{
|
||
|
for (u32 i=0; i<Meshes.size(); ++i)
|
||
|
{
|
||
|
if (Meshes[i].Mesh->getReferenceCount() == 1)
|
||
|
{
|
||
|
Meshes[i].Mesh->drop();
|
||
|
Meshes.erase(i);
|
||
|
--i;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|