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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#include "CMeshCache.h"
6#include "IAnimatedMesh.h"
7#include "IMesh.h"
8
9namespace irr
10{
11namespace scene
12{
13
14static const io::SNamedPath emptyNamedPath;
15
16
17CMeshCache::~CMeshCache()
18{
19 clear();
20}
21
22
23//! adds a mesh to the list
24void CMeshCache::addMesh(const io::path& filename, IAnimatedMesh* mesh)
25{
26 mesh->grab();
27
28 MeshEntry e ( filename );
29 e.Mesh = mesh;
30
31 Meshes.push_back(e);
32}
33
34
35//! Removes a mesh from the cache.
36void CMeshCache::removeMesh(const IMesh* const mesh)
37{
38 if ( !mesh )
39 return;
40 for (u32 i=0; i<Meshes.size(); ++i)
41 {
42 if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
43 {
44 Meshes[i].Mesh->drop();
45 Meshes.erase(i);
46 return;
47 }
48 }
49}
50
51
52//! Returns amount of loaded meshes
53u32 CMeshCache::getMeshCount() const
54{
55 return Meshes.size();
56}
57
58
59//! Returns current number of the mesh
60s32 CMeshCache::getMeshIndex(const IMesh* const mesh) const
61{
62 for (u32 i=0; i<Meshes.size(); ++i)
63 {
64 if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
65 return (s32)i;
66 }
67
68 return -1;
69}
70
71
72//! Returns a mesh based on its index number
73IAnimatedMesh* CMeshCache::getMeshByIndex(u32 number)
74{
75 if (number >= Meshes.size())
76 return 0;
77
78 return Meshes[number].Mesh;
79}
80
81
82//! Returns a mesh based on its name.
83IAnimatedMesh* CMeshCache::getMeshByName(const io::path& name)
84{
85 MeshEntry e ( name );
86 s32 id = Meshes.binary_search(e);
87 return (id != -1) ? Meshes[id].Mesh : 0;
88}
89
90
91//! Get the name of a loaded mesh, based on its index.
92const io::SNamedPath& CMeshCache::getMeshName(u32 index) const
93{
94 if (index >= Meshes.size())
95 return emptyNamedPath;
96
97 return Meshes[index].NamedPath;
98}
99
100
101//! Get the name of a loaded mesh, if there is any.
102const io::SNamedPath& CMeshCache::getMeshName(const IMesh* const mesh) const
103{
104 if (!mesh)
105 return emptyNamedPath;
106
107 for (u32 i=0; i<Meshes.size(); ++i)
108 {
109 if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
110 return Meshes[i].NamedPath;
111 }
112
113 return emptyNamedPath;
114}
115
116//! Renames a loaded mesh.
117bool CMeshCache::renameMesh(u32 index, const io::path& name)
118{
119 if (index >= Meshes.size())
120 return false;
121
122 Meshes[index].NamedPath.setPath(name);
123 Meshes.sort();
124 return true;
125}
126
127
128//! Renames a loaded mesh.
129bool CMeshCache::renameMesh(const IMesh* const mesh, const io::path& name)
130{
131 for (u32 i=0; i<Meshes.size(); ++i)
132 {
133 if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
134 {
135 Meshes[i].NamedPath.setPath(name);
136 Meshes.sort();
137 return true;
138 }
139 }
140
141 return false;
142}
143
144
145//! returns if a mesh already was loaded
146bool CMeshCache::isMeshLoaded(const io::path& name)
147{
148 return getMeshByName(name) != 0;
149}
150
151
152//! Clears the whole mesh cache, removing all meshes.
153void CMeshCache::clear()
154{
155 for (u32 i=0; i<Meshes.size(); ++i)
156 Meshes[i].Mesh->drop();
157
158 Meshes.clear();
159}
160
161//! Clears all meshes that are held in the mesh cache but not used anywhere else.
162void CMeshCache::clearUnusedMeshes()
163{
164 for (u32 i=0; i<Meshes.size(); ++i)
165 {
166 if (Meshes[i].Mesh->getReferenceCount() == 1)
167 {
168 Meshes[i].Mesh->drop();
169 Meshes.erase(i);
170 --i;
171 }
172 }
173}
174
175
176} // end namespace scene
177} // end namespace irr
178