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
		
			
				
	
	
		
			124 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2002-2012 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 __C_MESH_CACHE_H_INCLUDED__
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#define __C_MESH_CACHE_H_INCLUDED__
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#include "IMeshCache.h"
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#include "irrArray.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 CMeshCache : public IMeshCache
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	{
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	public:
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		virtual ~CMeshCache();
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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 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 io::path& filename, IAnimatedMesh* mesh) _IRR_OVERRIDE_;
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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) _IRR_OVERRIDE_;
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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 _IRR_OVERRIDE_;
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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 _IRR_OVERRIDE_;
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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) _IRR_OVERRIDE_;
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		//! Returns a mesh based on its name.
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		/** \param name Name of the mesh. Usually a filename.
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		\return Pointer to the mesh or 0 if there is none with this number. */
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		virtual IAnimatedMesh* getMeshByName(const io::path& name) _IRR_OVERRIDE_;
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		//! Get the name of a loaded mesh, based on its index.
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		/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
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		\return The name if mesh was found and has a name, else	the path is empty. */
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		virtual const io::SNamedPath& getMeshName(u32 index) const _IRR_OVERRIDE_;
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		//! Get the name of a loaded mesh, if there is any.
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		/** \param mesh Pointer to mesh to query.
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		\return The name if mesh was found and has a name, else	the path is empty. */
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		virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const _IRR_OVERRIDE_;
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		//! Renames a loaded mesh.
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		/** Note that renaming meshes might change the ordering of the
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		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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		\param index The index of the mesh in the cache.
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		\param name New name for the mesh.
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		\return True if mesh was renamed. */
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		virtual bool renameMesh(u32 index, const io::path& name) _IRR_OVERRIDE_;
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		//! Renames a loaded mesh.
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		/** Note that renaming meshes might change the ordering of the
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		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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		\param mesh Mesh to be renamed.
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		\param name New name for the mesh.
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		\return True if mesh was renamed. */
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		virtual bool renameMesh(const IMesh* const mesh, const io::path& name) _IRR_OVERRIDE_;
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		//! returns if a mesh already was loaded
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		virtual bool isMeshLoaded(const io::path& name) _IRR_OVERRIDE_;
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		//! Clears the whole mesh cache, removing all meshes.
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		virtual void clear() _IRR_OVERRIDE_;
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		//! Clears all meshes that are held in the mesh cache but not used anywhere else.
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		virtual void clearUnusedMeshes() _IRR_OVERRIDE_;
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	protected:
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		struct MeshEntry
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		{
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			MeshEntry ( const io::path& name )
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				: NamedPath ( name )
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			{
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			}
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			io::SNamedPath NamedPath;
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			IAnimatedMesh* Mesh;
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			bool operator < (const MeshEntry& other) const
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			{
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				return (NamedPath < other.NamedPath);
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			}
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		};
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		//! loaded meshes
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		core::array<MeshEntry> Meshes;
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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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