OGRE  1.12.3
Object-Oriented Graphics Rendering Engine
Ogre::MeshManager Class Reference

Handles the management of mesh resources. More...

#include <OgreMeshManager.h>

+ Inheritance diagram for Ogre::MeshManager:

Public Types

typedef std::pair< ResourcePtr, bool > ResourceCreateOrRetrieveResult
 
typedef std::map< ResourceHandle, ResourcePtrResourceHandleMap
 
typedef std::unordered_map< String, ResourcePtrResourceMap
 
typedef MapIterator< ResourceHandleMapResourceMapIterator
 
typedef std::unordered_map< String, ResourceMapResourceWithGroupMap
 

Public Member Functions

 MeshManager ()
 
 ~MeshManager ()
 
void _initialise (void)
 Initialises the manager, only to be called by OGRE internally. More...
 
virtual void _notifyResourceLoaded (Resource *res)
 Notify this manager that a resource which it manages has been loaded. More...
 
virtual void _notifyResourceTouched (Resource *res)
 Notify this manager that a resource which it manages has been 'touched', i.e. More...
 
virtual void _notifyResourceUnloaded (Resource *res)
 Notify this manager that a resource which it manages has been unloaded. More...
 
MeshPtr create (const String &name, const String &group, bool isManual=false, ManualResourceLoader *loader=0, const NameValuePairList *createParams=0)
 Create a new mesh. More...
 
PatchMeshPtr createBezierPatch (const String &name, const String &groupName, void *controlPointBuffer, VertexDeclaration *declaration, size_t width, size_t height, size_t uMaxSubdivisionLevel=PatchSurface::AUTO_LEVEL, size_t vMaxSubdivisionLevel=PatchSurface::AUTO_LEVEL, PatchSurface::VisibleSide visibleSide=PatchSurface::VS_FRONT, HardwareBuffer::Usage vbUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage ibUsage=HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, bool vbUseShadow=true, bool ibUseShadow=true)
 Creates a Bezier patch based on an array of control vertices. More...
 
MeshPtr createCurvedIllusionPlane (const String &name, const String &groupName, const Plane &plane, Real width, Real height, Real curvature, int xsegments=1, int ysegments=1, bool normals=true, unsigned short numTexCoordSets=1, Real uTile=1.0f, Real vTile=1.0f, const Vector3 &upVector=Vector3::UNIT_Y, const Quaternion &orientation=Quaternion::IDENTITY, HardwareBuffer::Usage vertexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexShadowBuffer=false, bool indexShadowBuffer=false, int ySegmentsToKeep=-1)
 Creates a plane, which because of it's texture coordinates looks like a curved surface, useful for skies in a skybox. More...
 
MeshPtr createCurvedPlane (const String &name, const String &groupName, const Plane &plane, Real width, Real height, Real bow=0.5f, int xsegments=1, int ysegments=1, bool normals=false, unsigned short numTexCoordSets=1, Real uTile=1.0f, Real vTile=1.0f, const Vector3 &upVector=Vector3::UNIT_Y, HardwareBuffer::Usage vertexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexShadowBuffer=false, bool indexShadowBuffer=false)
 Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z. More...
 
MeshPtr createManual (const String &name, const String &groupName, ManualResourceLoader *loader=0)
 Creates a new Mesh specifically for manual definition rather than loading from an object file. More...
 
ResourceCreateOrRetrieveResult createOrRetrieve (const String &name, const String &group, bool isManual, ManualResourceLoader *loader, const NameValuePairList *createParams, HardwareBuffer::Usage vertexBufferUsage, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexBufferShadowed=false, bool indexBufferShadowed=false)
 Create a new mesh, or retrieve an existing one with the same name if it already exists. More...
 
ResourceCreateOrRetrieveResult createOrRetrieve (const String &name, const String &group, bool isManual=false, ManualResourceLoader *loader=0, const NameValuePairList *createParams=0)
 Create a new resource, or retrieve an existing one with the same name if it already exists. More...
 
MeshPtr createPlane (const String &name, const String &groupName, const Plane &plane, Real width, Real height, int xsegments=1, int ysegments=1, bool normals=true, unsigned short numTexCoordSets=1, Real uTile=1.0f, Real vTile=1.0f, const Vector3 &upVector=Vector3::UNIT_Y, HardwareBuffer::Usage vertexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexShadowBuffer=false, bool indexShadowBuffer=false)
 Creates a basic plane, by default majoring on the x/y axes facing positive Z. More...
 
ResourcePtr createResource (const String &name, const String &group, bool isManual=false, ManualResourceLoader *loader=0, const NameValuePairList *createParams=0)
 Creates a new blank resource, but does not immediately load it. More...
 
void destroyAllResourcePools ()
 destroy all pools More...
 
void destroyResourcePool (ResourcePool *pool)
 Destroy a resource pool. More...
 
void destroyResourcePool (const String &name)
 Destroy a resource pool. More...
 
VertexElementType getBlendWeightsBaseElementType () const
 Gets the base element type used for blend weights in vertex buffers. More...
 
Real getBoundsPaddingFactor (void)
 Gets the factor by which the bounding box of an entity is padded. More...
 
virtual ResourcePtr getByHandle (ResourceHandle handle)
 Retrieves a pointer to a resource by handle, or null if the resource does not exist. More...
 
MeshPtr getByName (const String &name, const String &groupName=RGN_DEFAULT)
 Retrieves a pointer to a resource by name, or null if the resource does not exist. More...
 
MeshSerializerListenergetListener ()
 Gets the listener used to control mesh loading through the serializer. More...
 
Real getLoadingOrder (void) const
 Gets the relative loading order of resources of this type. More...
 
size_t getMemoryBudget (void) const
 Get the limit on the amount of memory this resource handler may use. More...
 
size_t getMemoryUsage (void) const
 Gets the current memory usage, in bytes. More...
 
bool getPrepareAllMeshesForShadowVolumes (void)
 Retrieves whether all Meshes should prepare themselves for shadow volumes. More...
 
virtual ResourcePtr getResourceByName (const String &name, const String &groupName=RGN_DEFAULT)
 Retrieves a pointer to a resource by name, or null if the resource does not exist. More...
 
ResourceMapIterator getResourceIterator (void)
 Returns an iterator over all resources in this manager. More...
 
ResourcePoolgetResourcePool (const String &name)
 Create a resource pool, or reuse one that already exists. More...
 
const StringgetResourceType (void) const
 Gets a string identifying the type of resource this manager handles. More...
 
const StringVectorgetScriptPatterns (void) const
 Gets the file patterns which should be used to find scripts for this ResourceManager. More...
 
bool getVerbose (void)
 Gets whether this manager and its resources habitually produce log output. More...
 
MeshPtr load (const String &filename, const String &groupName, HardwareBuffer::Usage vertexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexBufferShadowed=false, bool indexBufferShadowed=false)
 Loads a mesh from a file, making it immediately available for use. More...
 
ResourcePtr load (const String &name, const String &group, bool isManual=false, ManualResourceLoader *loader=0, const NameValuePairList *loadParams=0, bool backgroundThread=false)
 Generic load method, used to create a Resource specific to this ResourceManager without using one of the specialised 'load' methods (containing per-Resource-type parameters). More...
 
void parseScript (DataStreamPtr &stream, const String &groupName)
 Parse the definition of a set of resources from a script file. More...
 
MeshPtr prepare (const String &filename, const String &groupName, HardwareBuffer::Usage vertexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, HardwareBuffer::Usage indexBufferUsage=HardwareBuffer::HBU_STATIC_WRITE_ONLY, bool vertexBufferShadowed=false, bool indexBufferShadowed=false)
 Prepares a mesh for loading from a file. More...
 
ResourcePtr prepare (const String &name, const String &group, bool isManual=false, ManualResourceLoader *loader=0, const NameValuePairList *loadParams=0, bool backgroundThread=false)
 Generic prepare method, used to create a Resource specific to this ResourceManager without using one of the specialised 'prepare' methods (containing per-Resource-type parameters). More...
 
void reloadAll (bool reloadableOnly=true)
 Caused all currently loaded resources to be reloaded. More...
 
virtual void reloadAll (Resource::LoadingFlags flags)
 Caused all currently loaded resources to be reloaded. More...
 
void reloadUnreferencedResources (bool reloadableOnly=true)
 Caused all currently loaded but not referenced by any other object resources to be reloaded. More...
 
void remove (const ResourcePtr &r)
 Remove a single resource. More...
 
void remove (const String &name, const String &group=RGN_DEFAULT)
 
void remove (ResourceHandle handle)
 
virtual void removeAll (void)
 Removes all resources. More...
 
virtual void removeUnreferencedResources (bool reloadableOnly=true)
 Remove all resources which are not referenced by any other object. More...
 
bool resourceExists (const String &name, const String &group=RGN_DEFAULT)
 Returns whether the named resource exists in this manager. More...
 
bool resourceExists (ResourceHandle handle)
 Returns whether a resource with the given handle exists in this manager. More...
 
void setBlendWeightsBaseElementType (VertexElementType vet)
 sets the base element type used for blend weights in vertex buffers. More...
 
void setBoundsPaddingFactor (Real paddingFactor)
 Sets the factor by which the bounding box of an entity is padded. More...
 
void setListener (MeshSerializerListener *listener)
 Sets the listener used to control mesh loading through the serializer. More...
 
void setMemoryBudget (size_t bytes)
 Set a limit on the amount of memory this resource handler may use. More...
 
void setPrepareAllMeshesForShadowVolumes (bool enable)
 Tells the mesh manager that all future meshes should prepare themselves for shadow volumes on loading. More...
 
void setVerbose (bool v)
 Sets whether this manager and its resources habitually produce log output. More...
 
void unload (const String &name, const String &group=RGN_DEFAULT)
 Unloads a single resource by name. More...
 
void unload (ResourceHandle handle)
 Unloads a single resource by handle. More...
 
void unloadAll (bool reloadableOnly=true)
 Unloads all resources. More...
 
virtual void unloadAll (Resource::LoadingFlags flags)
 Unloads all resources. More...
 
void unloadUnreferencedResources (bool reloadableOnly=true)
 Unload all resources which are not referenced by any other object. More...
 

Static Public Member Functions

static MeshManagergetSingleton (void)
 Get the singleton instance. More...
 
static MeshManagergetSingletonPtr (void)
 Get the singleton instance. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Detailed Description

Handles the management of mesh resources.

Remarks
This class deals with the runtime management of mesh data; like other resource managers it handles the creation of resources (in this case mesh data), working within a fixed memory budget.
Ogre loads model files from it's own proprietary format called .mesh. This is because having a single file format is better for runtime performance, and we also have control over pre-processed data (such as collision boxes, LOD reductions etc).

Member Typedef Documentation

◆ ResourceCreateOrRetrieveResult

◆ ResourceMap

typedef std::unordered_map< String, ResourcePtr > Ogre::ResourceManager::ResourceMap
inherited

◆ ResourceWithGroupMap

typedef std::unordered_map< String, ResourceMap > Ogre::ResourceManager::ResourceWithGroupMap
inherited

◆ ResourceHandleMap

◆ ResourceMapIterator

Constructor & Destructor Documentation

◆ MeshManager()

Ogre::MeshManager::MeshManager ( )

◆ ~MeshManager()

Ogre::MeshManager::~MeshManager ( )

Member Function Documentation

◆ _initialise()

void Ogre::MeshManager::_initialise ( void  )

Initialises the manager, only to be called by OGRE internally.

◆ getByName()

MeshPtr Ogre::MeshManager::getByName ( const String name,
const String groupName = RGN_DEFAULT 
)

Retrieves a pointer to a resource by name, or null if the resource does not exist.

◆ create()

MeshPtr Ogre::MeshManager::create ( const String name,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0,
const NameValuePairList createParams = 0 
)

Create a new mesh.

Parameters
nameThe unique name of the Resource
groupThe name of the resource group to attach this new resource to
isManualIs this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required.
loaderPointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended.
createParamsIf any parameters are required to create an instance, they should be supplied here as name / value pairs

◆ createOrRetrieve() [1/2]

ResourceCreateOrRetrieveResult Ogre::MeshManager::createOrRetrieve ( const String name,
const String group,
bool  isManual,
ManualResourceLoader loader,
const NameValuePairList createParams,
HardwareBuffer::Usage  vertexBufferUsage,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexBufferShadowed = false,
bool  indexBufferShadowed = false 
)

Create a new mesh, or retrieve an existing one with the same name if it already exists.

Parameters
nameThe unique name of the Resource
groupThe name of the resource group to attach this new resource to
isManualIs this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required.
loaderPointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended.
createParamsIf any parameters are required to create an instance, they should be supplied here as name / value pairs
vertexBufferUsageThe usage flags with which the vertex buffer(s) will be created
indexBufferUsageThe usage flags with which the index buffer(s) created for this mesh will be created with.
vertexBufferShadowedIf true, the vertex buffers will be shadowed by system memory copies for faster read access
indexBufferShadowedIf true, the index buffers will be shadowed by system memory copies for faster read access

◆ prepare() [1/2]

MeshPtr Ogre::MeshManager::prepare ( const String filename,
const String groupName,
HardwareBuffer::Usage  vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexBufferShadowed = false,
bool  indexBufferShadowed = false 
)

Prepares a mesh for loading from a file.

This does the IO in advance of the call to load().

Note
If the model has already been created (prepared or loaded), the existing instance will be returned.
Parameters
filenameThe name of the .mesh file
groupNameThe name of the resource group to assign the mesh to
vertexBufferUsageThe usage flags with which the vertex buffer(s) will be created
indexBufferUsageThe usage flags with which the index buffer(s) created for this mesh will be created with.
vertexBufferShadowedIf true, the vertex buffers will be shadowed by system memory copies for faster read access
indexBufferShadowedIf true, the index buffers will be shadowed by system memory copies for faster read access

◆ load() [1/2]

MeshPtr Ogre::MeshManager::load ( const String filename,
const String groupName,
HardwareBuffer::Usage  vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexBufferShadowed = false,
bool  indexBufferShadowed = false 
)

Loads a mesh from a file, making it immediately available for use.

This does the IO in advance of the call to load().

Note
If the model has already been created (prepared or loaded), the existing instance will be returned.
Parameters
filenameThe name of the .mesh file
groupNameThe name of the resource group to assign the mesh to
vertexBufferUsageThe usage flags with which the vertex buffer(s) will be created
indexBufferUsageThe usage flags with which the index buffer(s) created for this mesh will be created with.
vertexBufferShadowedIf true, the vertex buffers will be shadowed by system memory copies for faster read access
indexBufferShadowedIf true, the index buffers will be shadowed by system memory copies for faster read access

◆ createManual()

MeshPtr Ogre::MeshManager::createManual ( const String name,
const String groupName,
ManualResourceLoader loader = 0 
)

Creates a new Mesh specifically for manual definition rather than loading from an object file.

Note that once you've defined your mesh, you must call Mesh::_setBounds in order to define the bounds of your mesh. In previous versions of OGRE could auto-compute that, but OGRE's support of write-only vertex buffers makes this no longer appropriate.

Parameters
nameThe name to give the new mesh
groupNameThe name of the resource group to assign the mesh to
loaderManualResourceLoader which will be called to load this mesh when the time comes. It is recommended that you populate this field in order that the mesh can be rebuilt should the need arise

◆ createPlane()

MeshPtr Ogre::MeshManager::createPlane ( const String name,
const String groupName,
const Plane plane,
Real  width,
Real  height,
int  xsegments = 1,
int  ysegments = 1,
bool  normals = true,
unsigned short  numTexCoordSets = 1,
Real  uTile = 1.0f,
Real  vTile = 1.0f,
const Vector3 upVector = Vector3::UNIT_Y,
HardwareBuffer::Usage  vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexShadowBuffer = false,
bool  indexShadowBuffer = false 
)

Creates a basic plane, by default majoring on the x/y axes facing positive Z.

Parameters
nameThe name to give the resulting mesh
groupNameThe name of the resource group to assign the mesh to
planeThe orientation of the plane and distance from the origin
widthThe width of the plane in world coordinates
heightThe height of the plane in world coordinates
xsegmentsThe number of segments to the plane in the x direction
ysegmentsThe number of segments to the plane in the y direction
normalsIf true, normals are created perpendicular to the plane
numTexCoordSetsThe number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture.
uTileThe number of times the texture should be repeated in the u direction
vTileThe number of times the texture should be repeated in the v direction
upVectorThe 'Up' direction of the plane texture coordinates.
vertexBufferUsageThe usage flag with which the vertex buffer for this plane will be created
indexBufferUsageThe usage flag with which the index buffer for this plane will be created
vertexShadowBufferIf this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware
indexShadowBufferIf this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware

◆ createCurvedIllusionPlane()

MeshPtr Ogre::MeshManager::createCurvedIllusionPlane ( const String name,
const String groupName,
const Plane plane,
Real  width,
Real  height,
Real  curvature,
int  xsegments = 1,
int  ysegments = 1,
bool  normals = true,
unsigned short  numTexCoordSets = 1,
Real  uTile = 1.0f,
Real  vTile = 1.0f,
const Vector3 upVector = Vector3::UNIT_Y,
const Quaternion orientation = Quaternion::IDENTITY,
HardwareBuffer::Usage  vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexShadowBuffer = false,
bool  indexShadowBuffer = false,
int  ySegmentsToKeep = -1 
)

Creates a plane, which because of it's texture coordinates looks like a curved surface, useful for skies in a skybox.

Parameters
nameThe name to give the resulting mesh
groupNameThe name of the resource group to assign the mesh to
planeThe orientation of the plane and distance from the origin
widthThe width of the plane in world coordinates
heightThe height of the plane in world coordinates
curvatureThe curvature of the plane. Good values are between 2 and 65. Higher values are more curved leading to a smoother effect, lower values are less curved meaning more distortion at the horizons but a better distance effect.
xsegmentsThe number of segments to the plane in the x direction
ysegmentsThe number of segments to the plane in the y direction
normalsIf true, normals are created perpendicular to the plane
numTexCoordSetsThe number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture.
uTileThe number of times the texture should be repeated in the u direction
vTileThe number of times the texture should be repeated in the v direction
upVectorThe 'Up' direction of the plane.
orientationThe orientation of the overall sphere that's used to create the illusion
vertexBufferUsageThe usage flag with which the vertex buffer for this plane will be created
indexBufferUsageThe usage flag with which the index buffer for this plane will be created
vertexShadowBufferIf this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware
indexShadowBufferIf this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware
ySegmentsToKeepThe number of segments from the top of the dome downwards to keep. -1 keeps all of them. This can save fillrate if you cannot see much of the sky lower down.

◆ createCurvedPlane()

MeshPtr Ogre::MeshManager::createCurvedPlane ( const String name,
const String groupName,
const Plane plane,
Real  width,
Real  height,
Real  bow = 0.5f,
int  xsegments = 1,
int  ysegments = 1,
bool  normals = false,
unsigned short  numTexCoordSets = 1,
Real  uTile = 1.0f,
Real  vTile = 1.0f,
const Vector3 upVector = Vector3::UNIT_Y,
HardwareBuffer::Usage  vertexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  indexBufferUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
bool  vertexShadowBuffer = false,
bool  indexShadowBuffer = false 
)

Creates a genuinely curved plane, by default majoring on the x/y axes facing positive Z.

Parameters
nameThe name to give the resulting mesh
groupNameThe name of the resource group to assign the mesh to
planeThe orientation of the plane and distance from the origin
widthThe width of the plane in world coordinates
heightThe height of the plane in world coordinates
bowThe amount of 'bow' in the curved plane. (Could also be considered the depth.)
xsegmentsThe number of segments to the plane in the x direction
ysegmentsThe number of segments to the plane in the y direction
normalsIf true, normals are created perpendicular to the plane
numTexCoordSetsThe number of 2D texture coordinate sets created - by default the corners are created to be the corner of the texture.
uTileThe number of times the texture should be repeated in the u direction
vTileThe number of times the texture should be repeated in the v direction
upVectorThe 'Up' direction of the plane.
vertexBufferUsageThe usage flag with which the vertex buffer for this plane will be created
indexBufferUsageThe usage flag with which the index buffer for this plane will be created
vertexShadowBufferIf this flag is set to true, the vertex buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware
indexShadowBufferIf this flag is set to true, the index buffer will be created with a system memory shadow buffer, allowing you to read it back more efficiently than if it is in hardware

◆ createBezierPatch()

PatchMeshPtr Ogre::MeshManager::createBezierPatch ( const String name,
const String groupName,
void *  controlPointBuffer,
VertexDeclaration declaration,
size_t  width,
size_t  height,
size_t  uMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
size_t  vMaxSubdivisionLevel = PatchSurface::AUTO_LEVEL,
PatchSurface::VisibleSide  visibleSide = PatchSurface::VS_FRONT,
HardwareBuffer::Usage  vbUsage = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
HardwareBuffer::Usage  ibUsage = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
bool  vbUseShadow = true,
bool  ibUseShadow = true 
)

Creates a Bezier patch based on an array of control vertices.

Parameters
nameThe name to give the newly created mesh.
groupNameThe name of the resource group to assign the mesh to
controlPointBufferA pointer to a buffer containing the vertex data which defines control points of the curves rather than actual vertices. Note that you are expected to provide not just position information, but potentially normals and texture coordinates too. The format of the buffer is defined in the VertexDeclaration parameter
declarationVertexDeclaration describing the contents of the buffer. Note this declaration must only draw on buffer source 0!
widthSpecifies the width of the patch in control points. Note this parameter must greater than or equal to 3.
heightSpecifies the height of the patch in control points. Note this parameter must greater than or equal to 3.
uMaxSubdivisionLevel,vMaxSubdivisionLevelIf you want to manually set the top level of subdivision, do it here, otherwise let the system decide.
visibleSideDetermines which side of the patch (or both) triangles are generated for.
vbUsageVertex buffer usage flags. Recommend the default since vertex buffer should be static.
ibUsageIndex buffer usage flags. Recommend the default since index buffer should be dynamic to change levels but not readable.
vbUseShadowFlag to determine if a shadow buffer is generated for the vertex buffer. See HardwareBuffer for full details.
ibUseShadowFlag to determine if a shadow buffer is generated for the index buffer. See HardwareBuffer for full details.

◆ setPrepareAllMeshesForShadowVolumes()

void Ogre::MeshManager::setPrepareAllMeshesForShadowVolumes ( bool  enable)

Tells the mesh manager that all future meshes should prepare themselves for shadow volumes on loading.

◆ getPrepareAllMeshesForShadowVolumes()

bool Ogre::MeshManager::getPrepareAllMeshesForShadowVolumes ( void  )

Retrieves whether all Meshes should prepare themselves for shadow volumes.

◆ getSingleton()

static MeshManager& Ogre::MeshManager::getSingleton ( void  )
static

Get the singleton instance.

◆ getSingletonPtr()

static MeshManager* Ogre::MeshManager::getSingletonPtr ( void  )
static

Get the singleton instance.

◆ getBlendWeightsBaseElementType()

VertexElementType Ogre::MeshManager::getBlendWeightsBaseElementType ( ) const

Gets the base element type used for blend weights in vertex buffers.

Remarks
See the remarks below for SetBlendWeightsBaseElementType().

◆ setBlendWeightsBaseElementType()

void Ogre::MeshManager::setBlendWeightsBaseElementType ( VertexElementType  vet)

sets the base element type used for blend weights in vertex buffers.

Remarks
This takes effect when meshes are loaded. Default is VET_FLOAT1. Valid values are: VET_UBYTE4_NORM: 8-bit blend weights. Lowest memory cost but may have precision issues. Requires SM2.0+ vertex shader. No software skinning. VET_USHORT2_NORM: 16-bit blend weights. Requires SM2.0+ vertex shader. No software skinning. VET_FLOAT1: 32-bit blend weights. Highest memory cost. Supports hardware and software skinning.

◆ getBoundsPaddingFactor()

Real Ogre::MeshManager::getBoundsPaddingFactor ( void  )

Gets the factor by which the bounding box of an entity is padded.

Default is 0.01

◆ setBoundsPaddingFactor()

void Ogre::MeshManager::setBoundsPaddingFactor ( Real  paddingFactor)

Sets the factor by which the bounding box of an entity is padded.

◆ setListener()

void Ogre::MeshManager::setListener ( MeshSerializerListener listener)

Sets the listener used to control mesh loading through the serializer.

◆ getListener()

MeshSerializerListener* Ogre::MeshManager::getListener ( )

Gets the listener used to control mesh loading through the serializer.

◆ createResource()

ResourcePtr Ogre::ResourceManager::createResource ( const String name,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0,
const NameValuePairList createParams = 0 
)
inherited

Creates a new blank resource, but does not immediately load it.

Parameters
nameThe unique name of the Resource
groupThe name of the resource group to attach this new resource to
isManualIs this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required.
loaderPointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended.
createParamsIf any parameters are required to create an instance, they should be supplied here as name / value pairs

◆ createOrRetrieve() [2/2]

ResourceCreateOrRetrieveResult Ogre::ResourceManager::createOrRetrieve ( const String name,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0,
const NameValuePairList createParams = 0 
)
inherited

Create a new resource, or retrieve an existing one with the same name if it already exists.

Remarks
This method performs the same task as calling getByName() followed by create() if that returns null. The advantage is that it does it in one call so there are no race conditions if using multiple threads that could cause getByName() to return null, but create() to fail because another thread created a resource in between.
Parameters
nameThe unique name of the Resource
groupThe name of the resource group to attach this new resource to
isManualIs this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required.
loaderPointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended.
createParamsIf any parameters are required to create an instance, they should be supplied here as name / value pairs
Returns
A pair, the first element being the pointer, and the second being an indicator specifying whether the resource was newly created.

Referenced by Ogre::TextureManager::getSampler().

◆ setMemoryBudget()

void Ogre::ResourceManager::setMemoryBudget ( size_t  bytes)
inherited

Set a limit on the amount of memory this resource handler may use.

Remarks
If, when asked to load a new resource, the manager believes it will exceed this memory budget, it will temporarily unload a resource to make room for the new one. This unloading is not permanent and the Resource is not destroyed; it simply needs to be reloaded when next used.

◆ getMemoryBudget()

size_t Ogre::ResourceManager::getMemoryBudget ( void  ) const
inherited

Get the limit on the amount of memory this resource handler may use.

◆ getMemoryUsage()

size_t Ogre::ResourceManager::getMemoryUsage ( void  ) const
inlineinherited

Gets the current memory usage, in bytes.

References OGRE_RESOURCE_GROUP_INIT.

◆ unload() [1/2]

void Ogre::ResourceManager::unload ( const String name,
const String group = RGN_DEFAULT 
)
inherited

Unloads a single resource by name.

Remarks
Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded.
See also
ResourceGroupManager for unloading of resource groups.

◆ unload() [2/2]

void Ogre::ResourceManager::unload ( ResourceHandle  handle)
inherited

Unloads a single resource by handle.

Remarks
Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded.
See also
ResourceGroupManager for unloading of resource groups.

◆ unloadAll() [1/2]

void Ogre::ResourceManager::unloadAll ( bool  reloadableOnly = true)
inlineinherited

Unloads all resources.

Remarks
Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded.
See also
ResourceGroupManager for unloading of resource groups.
Parameters
reloadableOnlyIf true (the default), only unload the resource that is reloadable. Because some resources isn't reloadable, they will be unloaded but can't load them later. Thus, you might not want to them unloaded. Or, you might unload all of them, and then populate them manually later.
See also
Resource::isReloadable for resource is reloadable.

References Ogre::Resource::LF_DEFAULT, and Ogre::Resource::LF_INCLUDE_NON_RELOADABLE.

◆ unloadAll() [2/2]

virtual void Ogre::ResourceManager::unloadAll ( Resource::LoadingFlags  flags)
virtualinherited

Unloads all resources.

Remarks
Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded.
See also
ResourceGroupManager for unloading of resource groups.
Parameters
flagsAllow to restrict processing to only reloadable and/or unreferenced resources.
See also
Resource::LoadingFlags for additional information.

◆ reloadAll() [1/2]

void Ogre::ResourceManager::reloadAll ( bool  reloadableOnly = true)
inlineinherited

Caused all currently loaded resources to be reloaded.

Remarks
All resources currently being held in this manager which are also marked as currently loaded will be unloaded, then loaded again.
Parameters
reloadableOnlyIf true (the default), only reload the resource that is reloadable. Because some resources isn't reloadable, they will be unloaded but can't loaded again. Thus, you might not want to them unloaded. Or, you might unload all of them, and then populate them manually later.
See also
Resource::isReloadable for resource is reloadable.

References Ogre::Resource::LF_DEFAULT, and Ogre::Resource::LF_INCLUDE_NON_RELOADABLE.

◆ reloadAll() [2/2]

virtual void Ogre::ResourceManager::reloadAll ( Resource::LoadingFlags  flags)
virtualinherited

Caused all currently loaded resources to be reloaded.

Remarks
All resources currently being held in this manager which are also marked as currently loaded will be unloaded, then loaded again.
Parameters
flagsAllow to restrict processing to only reloadable and/or unreferenced resources. Additionally, reloading could be done with preserving some selected resource states that could be used elsewhere.
See also
Resource::LoadingFlags for additional information.

◆ unloadUnreferencedResources()

void Ogre::ResourceManager::unloadUnreferencedResources ( bool  reloadableOnly = true)
inlineinherited

Unload all resources which are not referenced by any other object.

Remarks
This method behaves like unloadAll, except that it only unloads resources which are not in use, ie not referenced by other objects. This allows you to free up some memory selectively whilst still keeping the group around (and the resources present, just not using much memory).
Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, unload or reload that resource will cause dangerous pointer access. Use this function instead of unloadAll allows you avoid fail in those situations.
Parameters
reloadableOnlyIf true (the default), only unloads resources which can be subsequently automatically reloaded.

References Ogre::Resource::LF_ONLY_UNREFERENCED, and Ogre::Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE.

◆ reloadUnreferencedResources()

void Ogre::ResourceManager::reloadUnreferencedResources ( bool  reloadableOnly = true)
inlineinherited

Caused all currently loaded but not referenced by any other object resources to be reloaded.

Remarks
This method behaves like reloadAll, except that it only reloads resources which are not in use, i.e. not referenced by other objects.
Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, unload or reload that resource will cause dangerous pointer access. Use this function instead of reloadAll allows you avoid fail in those situations.
Parameters
reloadableOnlyIf true (the default), only reloads resources which can be subsequently automatically reloaded.

References Ogre::Resource::LF_ONLY_UNREFERENCED, Ogre::Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE, and OGRE_RESOURCE_GROUP_INIT.

◆ remove() [1/3]

void Ogre::ResourceManager::remove ( const ResourcePtr r)
inherited

Remove a single resource.

Remarks
Removes a single resource, meaning it will be removed from the list of valid resources in this manager, also causing it to be unloaded.
Note
The word 'Destroy' is not used here, since if any other pointers are referring to this resource, it will persist until they have finished with it; however to all intents and purposes it no longer exists and will likely get destroyed imminently.
If you do have shared pointers to resources hanging around after the ResourceManager is destroyed, you may get problems on destruction of these resources if they were relying on the manager (especially if it is a plugin). If you find you get problems on shutdown in the destruction of resources, try making sure you release all your shared pointers before you shutdown OGRE.

◆ remove() [2/3]

void Ogre::ResourceManager::remove ( const String name,
const String group = RGN_DEFAULT 
)
inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ remove() [3/3]

void Ogre::ResourceManager::remove ( ResourceHandle  handle)
inherited

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ removeAll()

virtual void Ogre::ResourceManager::removeAll ( void  )
virtualinherited

Removes all resources.

Note
The word 'Destroy' is not used here, since if any other pointers are referring to these resources, they will persist until they have been finished with; however to all intents and purposes the resources no longer exist and will get destroyed imminently.
If you do have shared pointers to resources hanging around after the ResourceManager is destroyed, you may get problems on destruction of these resources if they were relying on the manager (especially if it is a plugin). If you find you get problems on shutdown in the destruction of resources, try making sure you release all your shared pointers before you shutdown OGRE.

Reimplemented in Ogre::CompositorManager.

◆ removeUnreferencedResources()

virtual void Ogre::ResourceManager::removeUnreferencedResources ( bool  reloadableOnly = true)
virtualinherited

Remove all resources which are not referenced by any other object.

Remarks
This method behaves like removeAll, except that it only removes resources which are not in use, ie not referenced by other objects. This allows you to free up some memory selectively whilst still keeping the group around (and the resources present, just not using much memory).
Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, remove or reload that resource will cause dangerous pointer access. Use this function instead of removeAll allows you avoid fail in those situations.
Parameters
reloadableOnlyIf true (the default), only removes resources which can be subsequently automatically reloaded.

◆ getResourceByName()

virtual ResourcePtr Ogre::ResourceManager::getResourceByName ( const String name,
const String groupName = RGN_DEFAULT 
)
virtualinherited

Retrieves a pointer to a resource by name, or null if the resource does not exist.

Reimplemented in Ogre::GpuProgramManager.

◆ getByHandle()

virtual ResourcePtr Ogre::ResourceManager::getByHandle ( ResourceHandle  handle)
virtualinherited

Retrieves a pointer to a resource by handle, or null if the resource does not exist.

◆ resourceExists() [1/2]

bool Ogre::ResourceManager::resourceExists ( const String name,
const String group = RGN_DEFAULT 
)
inlineinherited

Returns whether the named resource exists in this manager.

◆ resourceExists() [2/2]

bool Ogre::ResourceManager::resourceExists ( ResourceHandle  handle)
inlineinherited

Returns whether a resource with the given handle exists in this manager.

◆ _notifyResourceTouched()

virtual void Ogre::ResourceManager::_notifyResourceTouched ( Resource res)
virtualinherited

Notify this manager that a resource which it manages has been 'touched', i.e.

used.

◆ _notifyResourceLoaded()

virtual void Ogre::ResourceManager::_notifyResourceLoaded ( Resource res)
virtualinherited

Notify this manager that a resource which it manages has been loaded.

◆ _notifyResourceUnloaded()

virtual void Ogre::ResourceManager::_notifyResourceUnloaded ( Resource res)
virtualinherited

Notify this manager that a resource which it manages has been unloaded.

◆ prepare() [2/2]

ResourcePtr Ogre::ResourceManager::prepare ( const String name,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0,
const NameValuePairList loadParams = 0,
bool  backgroundThread = false 
)
inherited

Generic prepare method, used to create a Resource specific to this ResourceManager without using one of the specialised 'prepare' methods (containing per-Resource-type parameters).

Parameters
nameThe name of the Resource
groupThe resource group to which this resource will belong
isManualIs the resource to be manually loaded? If so, you should provide a value for the loader parameter
loaderThe manual loader which is to perform the required actions when this resource is loaded; only applicable when you specify true for the previous parameter
loadParamsOptional pointer to a list of name/value pairs containing loading parameters for this type of resource.
backgroundThreadOptional boolean which lets the load routine know if it is being run on the background resource loading thread

◆ load() [2/2]

ResourcePtr Ogre::ResourceManager::load ( const String name,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0,
const NameValuePairList loadParams = 0,
bool  backgroundThread = false 
)
inherited

Generic load method, used to create a Resource specific to this ResourceManager without using one of the specialised 'load' methods (containing per-Resource-type parameters).

Parameters
nameThe name of the Resource
groupThe resource group to which this resource will belong
isManualIs the resource to be manually loaded? If so, you should provide a value for the loader parameter
loaderThe manual loader which is to perform the required actions when this resource is loaded; only applicable when you specify true for the previous parameter
loadParamsOptional pointer to a list of name/value pairs containing loading parameters for this type of resource.
backgroundThreadOptional boolean which lets the load routine know if it is being run on the background resource loading thread

◆ getScriptPatterns()

const StringVector& Ogre::ResourceManager::getScriptPatterns ( void  ) const
inlinevirtualinherited

Gets the file patterns which should be used to find scripts for this ResourceManager.

Remarks
Some resource managers can read script files in order to define resources ahead of time. These resources are added to the available list inside the manager, but none are loaded initially. This allows you to load the items that are used on demand, or to load them all as a group if you wish (through ResourceGroupManager).
This method lets you determine the file pattern which will be used to identify scripts intended for this manager.
Returns
A list of file patterns, in the order they should be searched in.
See also
parseScript

Implements Ogre::ScriptLoader.

◆ parseScript()

void Ogre::ResourceManager::parseScript ( DataStreamPtr stream,
const String groupName 
)
inlinevirtualinherited

Parse the definition of a set of resources from a script file.

Remarks
Some resource managers can read script files in order to define resources ahead of time. These resources are added to the available list inside the manager, but none are loaded initially. This allows you to load the items that are used on demand, or to load them all as a group if you wish (through ResourceGroupManager).
Parameters
streamWeak reference to a data stream which is the source of the script
groupNameThe name of the resource group that resources which are parsed are to become a member of. If this group is loaded or unloaded, then the resources discovered in this script will be loaded / unloaded with it.

Implements Ogre::ScriptLoader.

Reimplemented in Ogre::FontManager.

◆ getLoadingOrder()

Real Ogre::ResourceManager::getLoadingOrder ( void  ) const
inlinevirtualinherited

Gets the relative loading order of resources of this type.

Remarks
There are dependencies between some kinds of resource in terms of loading order, and this value enumerates that. Higher values load later during bulk loading tasks.

Implements Ogre::ScriptLoader.

◆ getResourceType()

const String& Ogre::ResourceManager::getResourceType ( void  ) const
inlineinherited

Gets a string identifying the type of resource this manager handles.

◆ setVerbose()

void Ogre::ResourceManager::setVerbose ( bool  v)
inlineinherited

Sets whether this manager and its resources habitually produce log output.

◆ getVerbose()

bool Ogre::ResourceManager::getVerbose ( void  )
inlineinherited

Gets whether this manager and its resources habitually produce log output.

◆ getResourcePool()

ResourcePool* Ogre::ResourceManager::getResourcePool ( const String name)
inherited

Create a resource pool, or reuse one that already exists.

◆ destroyResourcePool() [1/2]

void Ogre::ResourceManager::destroyResourcePool ( ResourcePool pool)
inherited

Destroy a resource pool.

◆ destroyResourcePool() [2/2]

void Ogre::ResourceManager::destroyResourcePool ( const String name)
inherited

Destroy a resource pool.

◆ destroyAllResourcePools()

void Ogre::ResourceManager::destroyAllResourcePools ( )
inherited

destroy all pools

◆ getResourceIterator()

ResourceMapIterator Ogre::ResourceManager::getResourceIterator ( void  )
inlineinherited

Returns an iterator over all resources in this manager.

Note
Use of this iterator is NOT thread safe!

Member Data Documentation

◆ OGRE_AUTO_MUTEX

Ogre::ResourceManager::OGRE_AUTO_MUTEX
inherited

The documentation for this class was generated from the following file: