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
		
			
				
	
	
		
			178 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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
 | |
| 
 |