The Nebula Device 3: CoreGraphics::MemoryMeshLoader Class Reference

The Nebula Device 3

CoreGraphics::MemoryMeshLoader Class Reference

#include <memorymeshloader.h>

Inheritance diagram for CoreGraphics::MemoryMeshLoader:

Resources::ResourceLoader Core::RefCounted

Detailed Description

Setup a Mesh object from a given vertex, index buffer and primitive group.

(C) 2008 Radon Labs GmbH

Public Member Functions

 MemoryMeshLoader ()
 constructor
void SetUsage (Base::ResourceBase::Usage usage)
 set the intended resource usage (default is UsageImmutable)
Base::ResourceBase::Usage GetUsage () const
 get resource usage
void SetAccess (Base::ResourceBase::Access access)
 set the intended resource access (default is AccessNone)
Base::ResourceBase::Access GetAccess () const
 get the resource access
void SetVertexBuffer (const Ptr< CoreGraphics::VertexBuffer > &vBuffer)
 set vertex buffer
void SetIndexBuffer (const Ptr< CoreGraphics::IndexBuffer > &iBuffer)
 set index buffer
void SetPrimitiveGroups (const Util::Array< CoreGraphics::PrimitiveGroup > &pGroup)
 set primitive group
virtual bool OnLoadRequested ()
 called by resource when a load is requested
virtual void OnAttachToResource (const Ptr< Resource > &res)
 called when the resource loader is attached to its resource
virtual void OnRemoveFromResource ()
 called when the resource loader is removed from its resource
bool IsAttachedToResource () const
 return true if attached to resource
const Ptr< Resource > & GetResource () const
 get pointer to resource
virtual bool CanLoadAsync () const
 return true if asynchronous loading is supported
virtual void OnLoadCancelled ()
 called by resource to cancel a pending load
virtual bool OnPending ()
 call frequently while after OnLoadRequested() to put Resource into loaded state
Resource::State GetState () const
 return current state
virtual void Reset ()
 resets loader-stats e.g. state
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

bool SetupMeshFromMemory ()
 setup mesh resource from given memory data
void SetState (Resource::State s)
 set current state

Member Function Documentation

bool Resources::ResourceLoader::CanLoadAsync (  )  const [virtual, inherited]

return true if asynchronous loading is supported

This method should be overriden in a subclass and indicates whether the resource loader supports asynchronous resource loading. If asynchronous loading is requested, the OnLoadRequested() method will return immediately and the Resource object will be put into Pending state. Afterwards, the Resource object needs to poll the ResourceLoader using the OnPending method, which will eventually setup the Resource object.

Reimplemented in Direct3D9::D3D9StreamShaderLoader, Models::StreamModelLoader, and Resources::StreamResourceLoader.

void Resources::ResourceLoader::OnLoadCancelled (  )  [virtual, inherited]

called by resource to cancel a pending load

This method is called by our Resource object if a pending asynchronous load should be cancelled.

Reimplemented in Models::StreamModelLoader, and Resources::StreamResourceLoader.

bool Resources::ResourceLoader::OnPending (  )  [virtual, inherited]

call frequently while after OnLoadRequested() to put Resource into loaded state

This method should be called at some time after OnLoadRequested() as long as the ResourceLoader is in the Pending state. This will check whether the asynchronous loader job has finished, and if yes, setup the Resource object, bringing it from the Pending into the Loaded state. If something goes wrong, the ResourceLoader will go into the Failed state. If the outstanding loader job isn't finished yet, the ResourceLoader should remain in Pending state, and the method should return false. Otherwise the Resource should be initialized, and the method should return true.

Reimplemented in Models::StreamModelLoader, and Resources::StreamResourceLoader.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.