From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- libraries/irrlicht-1.8.1/include/IMeshCache.h | 177 -------------------------- 1 file changed, 177 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/include/IMeshCache.h (limited to 'libraries/irrlicht-1.8.1/include/IMeshCache.h') diff --git a/libraries/irrlicht-1.8.1/include/IMeshCache.h b/libraries/irrlicht-1.8.1/include/IMeshCache.h deleted file mode 100644 index 083fc5b..0000000 --- a/libraries/irrlicht-1.8.1/include/IMeshCache.h +++ /dev/null @@ -1,177 +0,0 @@ -// 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 - -#ifndef __I_MESH_CACHE_H_INCLUDED__ -#define __I_MESH_CACHE_H_INCLUDED__ - -#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 (often a filename). - /** \deprecated Use getMeshByName() instead. This method may be removed by - Irrlicht 1.9 */ - _IRR_DEPRECATED_ IAnimatedMesh* getMeshByFilename(const io::path& filename) - { - return getMeshByName(filename); - } - - //! Get the name of a loaded mesh, based on its index. (Name is often identical to the filename). - /** \deprecated Use getMeshName() instead. This method may be removed by - Irrlicht 1.9 */ - _IRR_DEPRECATED_ const io::path& getMeshFilename(u32 index) const - { - return getMeshName(index).getInternalName(); - } - - //! Get the name of a loaded mesh, if there is any. (Name is often identical to the filename). - /** \deprecated Use getMeshName() instead. This method may be removed by - Irrlicht 1.9 */ - _IRR_DEPRECATED_ const io::path& getMeshFilename(const IMesh* const mesh) const - { - return getMeshName(mesh).getInternalName(); - } - - //! Renames a loaded mesh. - /** \deprecated Use renameMesh() instead. This method may be removed by - Irrlicht 1.9 */ - _IRR_DEPRECATED_ bool setMeshFilename(u32 index, const io::path& filename) - { - return renameMesh(index, filename); - } - - //! Renames a loaded mesh. - /** \deprecated Use renameMesh() instead. This method may be removed by - Irrlicht 1.9 */ - _IRR_DEPRECATED_ bool setMeshFilename(const IMesh* const mesh, const io::path& filename) - { - return renameMesh(mesh, filename); - } - - //! 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 - -#endif - -- cgit v1.1