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			132 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			5.3 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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| 
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| #pragma once
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| 
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| #include "IReferenceCounted.h"
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| #include "path.h"
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| 
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| namespace irr
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| {
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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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| 
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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
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| scene managers will return a pointer to the same mesh cache, because it
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| is shared between them. With this interface, it is possible to manually
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| add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
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| to remove them and to iterate through 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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| 
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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
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| 	from a file. That method searches the list of loaded meshes if
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| 	a mesh has already been loaded and returns a pointer to if it
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| 	is in that list and already in memory. Otherwise it loads the
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| 	mesh. With IMeshCache::addMesh(), it is possible to pretend
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| 	that a mesh already has been loaded. This method can be used
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| 	for example by mesh loaders who need to load more than one mesh
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| 	with one call. They can add additional meshes with this method
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| 	to the scene manager. The COLLADA loader for example uses this
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| 	method.
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| 	\param name Name of the mesh. When calling
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| 	ISceneManager::getMesh() with this name it will return the mesh
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| 	set by this method.
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| 	\param mesh Pointer to a mesh which will now be referenced by
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| 	this name. */
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| 	virtual void addMesh(const io::path &name, IAnimatedMesh *mesh) = 0;
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| 
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| 	//! Removes the mesh from the cache.
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| 	/** After loading a mesh with getMesh(), the mesh can be
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| 	removed from the cache using this method, freeing a lot of
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| 	memory.
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| 	\param mesh Pointer to the mesh which shall be removed. */
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| 	virtual void removeMesh(const IMesh *const mesh) = 0;
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| 
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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
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| 	addMesh(). If you ever need to access the internal mesh cache,
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| 	you can do this using removeMesh(), getMeshNumber(),
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| 	getMeshByIndex() and getMeshName().
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| 	\return Number of meshes in cache. */
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| 	virtual u32 getMeshCount() const = 0;
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| 
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| 	//! Returns current index number of the mesh or -1 when not found.
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| 	/** \param mesh Pointer to the mesh to search for.
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| 	\return Index of the mesh in the cache, or -1 if not found. */
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| 	virtual s32 getMeshIndex(const IMesh *const mesh) const = 0;
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| 
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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
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| 	getMeshCount()-1.
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| 	Note that this number is only valid until a new mesh is loaded
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| 	or removed.
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| 	\return Pointer to the mesh or 0 if there is none with this
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| 	number. */
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| 	virtual IAnimatedMesh *getMeshByIndex(u32 index) = 0;
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| 
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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) = 0;
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| 
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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 = 0;
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| 
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| 	//! Get the name of the 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 = 0;
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| 
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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) = 0;
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| 
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| 	//! Renames the 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) = 0;
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| 
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| 	//! Check if a mesh was already loaded.
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| 	/** \param name Name of the mesh. Usually a filename.
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| 	\return True if the mesh has been loaded, else false. */
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| 	virtual bool isMeshLoaded(const io::path &name) = 0;
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| 
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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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| 
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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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| 
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| } // end namespace scene
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| } // end namespace irr
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