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authorcutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-01-03 19:05:16 +0000
committercutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-01-03 19:05:16 +0000
commit2ae2a551a6290f46734307bbfdafea4b1a2cf2ba (patch)
treeba2f0b468640e44899fed3df2d4cc58795f4a003 /include/IMeshCache.h
downloadirrlicht-2ae2a551a6290f46734307bbfdafea4b1a2cf2ba.tar.xz
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
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+// 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 (often a filename).
+ /** \deprecated Use getMeshByName() instead. This method may be removed by
+ Irrlicht 1.9 */
+ _IRR_DEPRECATED_ IAnimatedMesh* getMeshByFilename(const io::path& filename)
+ {
+ return getMeshByName(filename);
+ }
+
+ //! Get the name of a loaded mesh, based on its index. (Name is often identical to the filename).
+ /** \deprecated Use getMeshName() instead. This method may be removed by
+ Irrlicht 1.9 */
+ _IRR_DEPRECATED_ const io::path& getMeshFilename(u32 index) const
+ {
+ return getMeshName(index).getInternalName();
+ }
+
+ //! Get the name of a loaded mesh, if there is any. (Name is often identical to the filename).
+ /** \deprecated Use getMeshName() instead. This method may be removed by
+ Irrlicht 1.9 */
+ _IRR_DEPRECATED_ const io::path& getMeshFilename(const IMesh* const mesh) const
+ {
+ return getMeshName(mesh).getInternalName();
+ }
+
+ //! Renames a loaded mesh.
+ /** \deprecated Use renameMesh() instead. This method may be removed by
+ Irrlicht 1.9 */
+ _IRR_DEPRECATED_ bool setMeshFilename(u32 index, const io::path& filename)
+ {
+ return renameMesh(index, filename);
+ }
+
+ //! Renames a loaded mesh.
+ /** \deprecated Use renameMesh() instead. This method may be removed by
+ Irrlicht 1.9 */
+ _IRR_DEPRECATED_ bool setMeshFilename(const IMesh* const mesh, const io::path& filename)
+ {
+ return renameMesh(mesh, filename);
+ }
+
+ //! 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
+