132 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			5.3 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 "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
 |