123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 |
- // 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
- #pragma once
- #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.
- /** \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
|