mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 06:20:26 +01:00
9954667c45
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
120 lines
4.4 KiB
C++
120 lines
4.4 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
|
|
|
|
#pragma once
|
|
|
|
#include "IMeshCache.h"
|
|
#include "irrArray.h"
|
|
|
|
namespace irr
|
|
{
|
|
|
|
namespace scene
|
|
{
|
|
class CMeshCache : public IMeshCache
|
|
{
|
|
public:
|
|
|
|
virtual ~CMeshCache();
|
|
|
|
//! Adds a mesh to the internal list of loaded meshes.
|
|
/** Usually, ISceneManager::getMesh() is called to load a mesh from 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 filename: Filename of the mesh. When called ISceneManager::getMesh() with this
|
|
parameter, the method will return the mesh parameter given with this method.
|
|
\param mesh: Pointer to a mesh which will now be referenced by this name. */
|
|
void addMesh(const io::path& filename, IAnimatedMesh* mesh) override;
|
|
|
|
//! Removes a 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. */
|
|
void removeMesh(const IMesh* const mesh) override;
|
|
|
|
//! 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 getMeshFilename() */
|
|
u32 getMeshCount() const override;
|
|
|
|
//! Returns current index number of the mesh, and -1 if it is not in the cache.
|
|
s32 getMeshIndex(const IMesh* const mesh) const override;
|
|
|
|
//! 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 Returns pointer to the mesh or 0 if there is none with this number. */
|
|
IAnimatedMesh* getMeshByIndex(u32 index) override;
|
|
|
|
//! 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. */
|
|
IAnimatedMesh* getMeshByName(const io::path& name) override;
|
|
|
|
//! 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. */
|
|
const io::SNamedPath& getMeshName(u32 index) const override;
|
|
|
|
//! Get the name of a 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. */
|
|
const io::SNamedPath& getMeshName(const IMesh* const mesh) const override;
|
|
|
|
//! 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. */
|
|
bool renameMesh(u32 index, const io::path& name) override;
|
|
|
|
//! 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 mesh Mesh to be renamed.
|
|
\param name New name for the mesh.
|
|
\return True if mesh was renamed. */
|
|
bool renameMesh(const IMesh* const mesh, const io::path& name) override;
|
|
|
|
//! returns if a mesh already was loaded
|
|
bool isMeshLoaded(const io::path& name) override;
|
|
|
|
//! Clears the whole mesh cache, removing all meshes.
|
|
void clear() override;
|
|
|
|
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
|
void clearUnusedMeshes() override;
|
|
|
|
protected:
|
|
|
|
struct MeshEntry
|
|
{
|
|
MeshEntry ( const io::path& name )
|
|
: NamedPath ( name )
|
|
{
|
|
}
|
|
io::SNamedPath NamedPath;
|
|
IAnimatedMesh* Mesh;
|
|
|
|
bool operator < (const MeshEntry& other) const
|
|
{
|
|
return (NamedPath < other.NamedPath);
|
|
}
|
|
};
|
|
|
|
//! loaded meshes
|
|
core::array<MeshEntry> Meshes;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|