132 lines
5.9 KiB
C++
132 lines
5.9 KiB
C++
// Copyright (C) 2002-2007 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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#ifndef __I_MESH_CACHE_H_INCLUDED__
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#define __I_MESH_CACHE_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "irrString.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 scene managers
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will return a pointer to the same mesh cache, because it is shared between them. With
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this interface, it is possible to manually add new loaded meshes (if
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ISceneManager::getMesh() is not sufficient), to remove them and to iterate through
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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 from a file.
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That method searches the list of loaded meshes if a mesh has already been loaded and
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returns a pointer to if it is in that list and already in memory. Otherwise it loads
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the mesh. With IMeshCache::addMesh(), it is possible to pretend that a mesh already
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has been loaded. This method can be used for example by mesh loaders who need to
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load more than one mesh with one call. They can add additional meshes with this
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method to the scene manager. The COLLADA loader for example uses this method.
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\param filename: Filename of the mesh. When called ISceneManager::getMesh() with this
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parameter, the method will return the mesh parameter given with this method.
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\param mesh: Pointer to a mesh which will now be referenced by this name. */
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virtual void addMesh(const c8* filename, IAnimatedMesh* mesh) = 0;
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//! Removes a mesh from the cache.
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/** After loading a mesh with getMesh(), the mesh can be removed from the cache
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using this method, freeing a lot of memory. */
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virtual void removeMesh(const IAnimatedMesh* const mesh) = 0;
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//! Removes a mesh from the cache.
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/** After loading a mesh with getMesh(), the mesh can be removed from the cache
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using this method, freeing a lot of memory. */
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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 addMesh().
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If you ever need to access the internal mesh cache, you can do this using
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removeMesh(), getMeshNumber(), getMeshByIndex() and getMeshFilename() */
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virtual u32 getMeshCount() const = 0;
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//! Returns current index number of the mesh, and -1 if it is not in the cache.
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virtual s32 getMeshIndex(const IAnimatedMesh* const mesh) const = 0;
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//! Returns current index number of the mesh, and -1 if it is not in the cache.
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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 getMeshCount()-1.
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Note that this number is only valid until a new mesh is loaded or removed *
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\return Returns pointer to the mesh or 0 if there is none with this number. */
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virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
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//! Returns a mesh based on its file name.
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/** \return Returns pointer to the mesh or 0 if there is none with this number. */
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virtual IAnimatedMesh* getMeshByFilename(const c8* filename) = 0;
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//! Returns name of a mesh based on its index number.
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/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
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Note that this is only valid until a new mesh is loaded */
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virtual const c8* getMeshFilename(u32 index) const = 0;
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//! Returns the filename of a loaded mesh, if there is any.
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/** Returns 0 if there is none. */
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virtual const c8* getMeshFilename(const IAnimatedMesh* const mesh) const = 0;
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//! Returns the filename of a loaded mesh, if there is any.
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/* Returns 0 if there is none.*/
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virtual const c8* getMeshFilename(const IMesh* const mesh) const = 0;
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//! Renames a loaded mesh, if possible.
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/** Returns true if sucessful. Note that renaming meshes might change
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the ordering of the 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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virtual bool setMeshFilename(u32 index, const c8* filename) = 0;
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//! Renames a loaded mesh, if possible.
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/** Returns true if sucessful. Note that renaming meshes might change
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the ordering of the 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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virtual bool setMeshFilename(const IAnimatedMesh* const mesh, const c8* filename) = 0;
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//! Renames a loaded mesh, if possible.
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/** Returns true if sucessful. Note that renaming meshes might change
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the ordering of the 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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virtual bool setMeshFilename(const IMesh* const mesh, const c8* filename) = 0;
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//! returns if a mesh already was loaded
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virtual bool isMeshLoaded(const c8* filename) = 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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#endif
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