mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-27 08:27:30 +01:00
138 lines
5.6 KiB
C++
138 lines
5.6 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 __I_MESH_CACHE_H_INCLUDED__
|
|
#define __I_MESH_CACHE_H_INCLUDED__
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "path.h"
|
|
|
|
namespace irr
|
|
{
|
|
|
|
namespace scene
|
|
{
|
|
class IMesh;
|
|
class IAnimatedMesh;
|
|
class IAnimatedMeshSceneNode;
|
|
class IMeshLoader;
|
|
|
|
//! The mesh cache stores already loaded meshes and provides an interface to them.
|
|
/** You can access it using ISceneManager::getMeshCache(). All existing
|
|
scene managers will return a pointer to the same mesh cache, because it
|
|
is shared between them. With this interface, it is possible to manually
|
|
add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
|
|
to remove them and to iterate through already loaded meshes. */
|
|
class IMeshCache : public virtual IReferenceCounted
|
|
{
|
|
public:
|
|
|
|
//! Destructor
|
|
virtual ~IMeshCache() {}
|
|
|
|
//! Adds a mesh to the internal list of loaded meshes.
|
|
/** Usually, ISceneManager::getMesh() is called to load a mesh
|
|
from a 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 name Name of the mesh. When calling
|
|
ISceneManager::getMesh() with this name it will return the mesh
|
|
set by this method.
|
|
\param mesh Pointer to a mesh which will now be referenced by
|
|
this name. */
|
|
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0;
|
|
|
|
//! Removes the 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.
|
|
\param mesh Pointer to the mesh which shall be removed. */
|
|
virtual void removeMesh(const IMesh* const mesh) = 0;
|
|
|
|
//! 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 getMeshName().
|
|
\return Number of meshes in cache. */
|
|
virtual u32 getMeshCount() const = 0;
|
|
|
|
//! Returns current index number of the mesh or -1 when not found.
|
|
/** \param mesh Pointer to the mesh to search for.
|
|
\return Index of the mesh in the cache, or -1 if not found. */
|
|
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0;
|
|
|
|
//! 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 Pointer to the mesh or 0 if there is none with this
|
|
number. */
|
|
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
|
|
|
|
//! 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. */
|
|
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0;
|
|
|
|
//! 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. */
|
|
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
|
|
|
|
//! Get the name of the 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. */
|
|
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
|
|
|
|
//! 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. */
|
|
virtual bool renameMesh(u32 index, const io::path& name) = 0;
|
|
|
|
//! Renames the 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. */
|
|
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0;
|
|
|
|
//! Check if a mesh was already loaded.
|
|
/** \param name Name of the mesh. Usually a filename.
|
|
\return True if the mesh has been loaded, else false. */
|
|
virtual bool isMeshLoaded(const io::path& name) = 0;
|
|
|
|
//! Clears the whole mesh cache, removing all meshes.
|
|
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
|
|
after calling this method.
|
|
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
|
and you did not grab them, then they may become invalid. */
|
|
virtual void clear() = 0;
|
|
|
|
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
|
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
|
and you did not grab them, then they may become invalid. */
|
|
virtual void clearUnusedMeshes() = 0;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|