244 lines
4.7 KiB
C++
244 lines
4.7 KiB
C++
// Copyright (C) 2002-2009 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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#include "CMeshCache.h"
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#include "IAnimatedMesh.h"
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#include "IMesh.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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CMeshCache::~CMeshCache()
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{
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clear();
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}
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//! adds a mesh to the list
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void CMeshCache::addMesh(const core::string<c16>& filename, IAnimatedMesh* mesh)
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{
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mesh->grab();
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MeshEntry e ( filename );
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e.Mesh = mesh;
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Meshes.push_back(e);
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}
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//! Removes a mesh from the cache.
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void CMeshCache::removeMesh(const IAnimatedMesh* const mesh)
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{
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if ( !mesh )
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return;
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh == mesh)
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{
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Meshes[i].Mesh->drop();
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Meshes.erase(i);
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return;
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}
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}
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}
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//! Removes a mesh from the cache.
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void CMeshCache::removeMesh(const IMesh* const mesh)
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{
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if ( !mesh )
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return;
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)
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{
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Meshes[i].Mesh->drop();
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Meshes.erase(i);
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return;
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}
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}
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}
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//! Returns amount of loaded meshes
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u32 CMeshCache::getMeshCount() const
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{
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return Meshes.size();
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}
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//! Returns current number of the mesh
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s32 CMeshCache::getMeshIndex(const IAnimatedMesh* const mesh) const
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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if (Meshes[i].Mesh == mesh)
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return (s32)i;
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return -1;
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}
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//! Returns current index number of the mesh, and -1 if it is not in the cache.
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s32 CMeshCache::getMeshIndex(const IMesh* const mesh) const
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)
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return (s32)i;
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}
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return -1;
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}
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//! Returns a mesh based on its index number
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IAnimatedMesh* CMeshCache::getMeshByIndex(u32 number)
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{
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if (number >= Meshes.size())
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return 0;
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return Meshes[number].Mesh;
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}
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//! Returns a mesh based on its file name.
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IAnimatedMesh* CMeshCache::getMeshByFilename(const core::string<c16>& filename)
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{
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MeshEntry e ( filename );
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s32 id = Meshes.binary_search(e);
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return (id != -1) ? Meshes[id].Mesh : 0;
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}
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//! Returns name of a mesh based on its index number
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const c16* CMeshCache::getMeshFilename(u32 number) const
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{
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if (number >= Meshes.size())
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return 0;
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return Meshes[number].Name.c_str();
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}
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//! Returns the filename of a loaded mesh, if there is any. Returns 0 if there is none.
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const c16* CMeshCache::getMeshFilename(const IAnimatedMesh* const mesh) const
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{
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if(!mesh)
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return 0;
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh == mesh)
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return Meshes[i].Name.c_str();
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}
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return 0;
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}
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//! Returns the filename of a loaded mesh, if there is any. Returns 0 if there is none.
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const c16* CMeshCache::getMeshFilename(const IMesh* const mesh) const
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{
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if(!mesh)
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return 0;
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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// IMesh may actually be an IAnimatedMesh, so do a direct comparison
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// as well as getting an IMesh from our stored IAnimatedMeshes
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if (Meshes[i].Mesh && (Meshes[i].Mesh == mesh || Meshes[i].Mesh->getMesh(0) == mesh))
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return Meshes[i].Name.c_str();
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}
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return 0;
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}
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//! Renames a loaded mesh, if possible.
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bool CMeshCache::setMeshFilename(u32 index, const c16* filename)
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{
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if (index >= Meshes.size())
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return false;
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Meshes[index].Name = filename;
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Meshes.sort();
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return true;
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}
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//! Renames a loaded mesh, if possible.
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bool CMeshCache::setMeshFilename(const IAnimatedMesh* const mesh, const c16* filename)
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh == mesh)
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{
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Meshes[i].Name = filename;
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Meshes.sort();
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return true;
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}
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}
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return false;
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}
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//! Renames a loaded mesh, if possible.
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bool CMeshCache::setMeshFilename(const IMesh* const mesh, const c16* filename)
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)
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{
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Meshes[i].Name = filename;
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Meshes.sort();
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return true;
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}
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}
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return false;
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}
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//! returns if a mesh already was loaded
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bool CMeshCache::isMeshLoaded(const core::string<c16>& filename)
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{
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return getMeshByFilename(filename) != 0;
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}
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//! Clears the whole mesh cache, removing all meshes.
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void CMeshCache::clear()
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i].Mesh->drop();
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Meshes.clear();
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}
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//! Clears all meshes that are held in the mesh cache but not used anywhere else.
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void CMeshCache::clearUnusedMeshes()
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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{
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if (Meshes[i].Mesh->getReferenceCount() == 1)
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{
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Meshes[i].Mesh->drop();
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Meshes.erase(i);
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--i;
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}
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}
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}
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} // end namespace scene
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} // end namespace irr
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