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#include <IMeshCache.h>
Inheritance diagram for irr::scene::IMeshCache:

Public Member Functions | |
| virtual void | addMesh (const c8 *filename, IAnimatedMesh *mesh)=0 |
| Adds a mesh to the internal list of loaded meshes. | |
| virtual void | clear ()=0 |
| Clears the whole mesh cache, removing all meshes. | |
| virtual void | clearUnusedMeshes ()=0 |
| Clears all meshes that are held in the mesh cache but not used anywhere else. | |
| virtual IAnimatedMesh * | getMeshByFilename (const c8 *filename)=0 |
| Returns a mesh based on its filename. | |
| virtual IAnimatedMesh * | getMeshByIndex (u32 index)=0 |
| Returns a mesh based on its index number. | |
| virtual u32 | getMeshCount () const =0 |
| Returns amount of loaded meshes in the cache. | |
| virtual const c8 * | getMeshFilename (const IMesh *const mesh) const =0 |
| Get the filename of a loaded mesh, if there is any. | |
| virtual const c8 * | getMeshFilename (const IAnimatedMesh *const mesh) const =0 |
| Get the filename of a loaded mesh, if there is any. | |
| virtual const c8 * | getMeshFilename (u32 index) const =0 |
| Get the filename of a loaded mesh, based on its index. | |
| virtual s32 | getMeshIndex (const IMesh *const mesh) const =0 |
| Returns current index number of the mesh, and -1 if it is not in the cache. | |
| virtual s32 | getMeshIndex (const IAnimatedMesh *const mesh) const =0 |
| Returns current index number of the mesh, and -1 if it is not in the cache. | |
| virtual bool | isMeshLoaded (const c8 *filename)=0 |
| Check if a mesh was already loaded. | |
| virtual void | removeMesh (const IMesh *const mesh)=0 |
| Removes a mesh from the cache. | |
| virtual void | removeMesh (const IAnimatedMesh *const mesh)=0 |
| Removes a mesh from the cache. | |
| virtual bool | setMeshFilename (const IMesh *const mesh, const c8 *filename)=0 |
| Renames a loaded mesh. | |
| virtual bool | setMeshFilename (const IAnimatedMesh *const mesh, const c8 *filename)=0 |
| Renames a loaded mesh. | |
| virtual bool | setMeshFilename (u32 index, const c8 *filename)=0 |
| Renames a loaded mesh. | |
| virtual | ~IMeshCache () |
| Destructor. | |
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.
Definition at line 27 of file IMeshCache.h.
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Destructor.
Definition at line 32 of file IMeshCache.h. |
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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.
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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. |
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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. |
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Returns a mesh based on its filename.
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Returns a mesh based on its index number.
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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().
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Get the filename of a loaded mesh, if there is any.
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Get the filename of a loaded mesh, if there is any.
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Get the filename of a loaded mesh, based on its index.
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Returns current index number of the mesh, and -1 if it is not in the cache.
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Returns current index number of the mesh, and -1 if it is not in the cache.
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Check if a mesh was already loaded.
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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.
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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.
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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.
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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.
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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.
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| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Sep 21 08:57:56 2008 by Doxygen
(1.4.2) |