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132 lines
5.3 KiB
C++
132 lines
5.3 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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#pragma once
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#include "IReferenceCounted.h"
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#include "path.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 IMesh;
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class IAnimatedMesh;
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class IAnimatedMeshSceneNode;
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class IMeshLoader;
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//! The mesh cache stores already loaded meshes and provides an interface to them.
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/** You can access it using ISceneManager::getMeshCache(). All existing
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scene managers will return a pointer to the same mesh cache, because it
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is shared between them. With this interface, it is possible to manually
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add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
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to remove them and to iterate through already loaded meshes. */
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class IMeshCache : public virtual IReferenceCounted
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{
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public:
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//! Destructor
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virtual ~IMeshCache() {}
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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
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from a file. That method searches the list of loaded meshes if
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a mesh has already been loaded and returns a pointer to if it
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is in that list and already in memory. Otherwise it loads the
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mesh. With IMeshCache::addMesh(), it is possible to pretend
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that a mesh already has been loaded. This method can be used
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for example by mesh loaders who need to load more than one mesh
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with one call. They can add additional meshes with this method
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to the scene manager. The COLLADA loader for example uses this
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method.
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\param name Name of the mesh. When calling
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ISceneManager::getMesh() with this name it will return the mesh
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set by this method.
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\param mesh Pointer to a mesh which will now be referenced by
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this name. */
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virtual void addMesh(const io::path &name, IAnimatedMesh *mesh) = 0;
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//! Removes the mesh from the cache.
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/** After loading a mesh with getMesh(), the mesh can be
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removed from the cache using this method, freeing a lot of
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memory.
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\param mesh Pointer to the mesh which shall be removed. */
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virtual void removeMesh(const IMesh *const mesh) = 0;
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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
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addMesh(). If you ever need to access the internal mesh cache,
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you can do this using removeMesh(), getMeshNumber(),
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getMeshByIndex() and getMeshName().
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\return Number of meshes in cache. */
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virtual u32 getMeshCount() const = 0;
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//! Returns current index number of the mesh or -1 when not found.
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/** \param mesh Pointer to the mesh to search for.
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\return Index of the mesh in the cache, or -1 if not found. */
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virtual s32 getMeshIndex(const IMesh *const mesh) const = 0;
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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
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getMeshCount()-1.
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Note that this number is only valid until a new mesh is loaded
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or removed.
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\return Pointer to the mesh or 0 if there is none with this
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number. */
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virtual IAnimatedMesh *getMeshByIndex(u32 index) = 0;
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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) = 0;
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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 = 0;
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//! Get the name of the 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 = 0;
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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) = 0;
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//! Renames the 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) = 0;
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//! Check if a mesh was already loaded.
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/** \param name Name of the mesh. Usually a filename.
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\return True if the mesh has been loaded, else false. */
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virtual bool isMeshLoaded(const io::path &name) = 0;
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//! Clears the whole mesh cache, removing all meshes.
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/** All meshes will be reloaded completely when using ISceneManager::getMesh()
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after calling this method.
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Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
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and you did not grab them, then they may become invalid. */
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virtual void clear() = 0;
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//! Clears all meshes that are held in the mesh cache but not used anywhere else.
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/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
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and you did not grab them, then they may become invalid. */
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virtual void clearUnusedMeshes() = 0;
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};
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} // end namespace scene
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} // end namespace irr
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