irrlicht/source/Irrlicht/CMeshCache.h

122 lines
4.4 KiB
C
Raw Normal View History

// Copyright (C) 2002-2007 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 "irrString.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. */
virtual void addMesh(const c8* filename, IAnimatedMesh* mesh);
//! 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. */
virtual void removeMesh(IAnimatedMesh* mesh);
//! 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. */
virtual void removeMesh(IMesh* mesh);
//! 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() */
virtual s32 getMeshCount();
//! Returns current index number of the mesh, and -1 if it is not in the cache.
virtual s32 getMeshIndex(IAnimatedMesh* mesh);
//! Returns current index number of the mesh, and -1 if it is not in the cache.
virtual s32 getMeshIndex(IMesh* mesh);
//! 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. */
virtual IAnimatedMesh* getMeshByIndex(s32 index);
//! Returns a mesh based on its file name.
/** \return Returns pointer to the mesh or 0 if there is none with this number. */
virtual IAnimatedMesh* getMeshByFilename(const c8* filename);
//! Returns name of a mesh based on its index number.
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
Note that this is only valid until a new mesh is loaded */
virtual const c8* getMeshFilename(s32 index);
//! Returns the filename of a loaded mesh, if there is any.
/** Returns 0 if there is none. */
virtual const c8* getMeshFilename(IAnimatedMesh* mesh);
//! Returns the filename of a loaded mesh, if there is any.
/* Returns 0 if there is none.*/
virtual const c8* getMeshFilename(IMesh* mesh);
//! returns if a mesh already was loaded
virtual bool isMeshLoaded(const c8* filename);
//! returns an already loaded mesh
IAnimatedMesh* findMesh(const c8* lowerMadeFilename);
//! Renames a loaded mesh, if possible.
virtual bool setMeshFilename(s32 index, const c8* filename);
//! Renames a loaded mesh, if possible.
virtual bool setMeshFilename(IAnimatedMesh* mesh, const c8* filename);
//! Renames a loaded mesh, if possible.
virtual bool setMeshFilename(IMesh* mesh, const c8* filename);
//! Clears the whole mesh cache, removing all meshes.
virtual void clear();
protected:
struct MeshEntry
{
core::stringc Name;
IAnimatedMesh* Mesh;
bool operator < (const MeshEntry& other) const
{
return (Name < other.Name);
}
};
//! loaded meshes
core::array<MeshEntry> Meshes;
};
} // end namespace scene
} // end namespace irr
#endif