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139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
#ifndef _BULLET_SHAPE_LOADER_H_
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#define _BULLET_SHAPE_LOADER_H_
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#include <OgreResource.h>
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#include <OgreResourceManager.h>
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#include <btBulletCollisionCommon.h>
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//For some reason, Ogre Singleton cannot be used in another namespace, that's why there is no namespace here.
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//But the risk of name collision seems pretty low here.
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/**
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*Define a new resource which describe a Shape usable by bullet.See BulletShapeManager for how to get/use them.
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*/
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class BulletShape : public Ogre::Resource
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{
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Ogre::String mString;
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protected:
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void loadImpl();
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void unloadImpl();
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size_t calculateSize() const;
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void deleteShape(btCollisionShape* mShape);
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public:
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BulletShape(Ogre::ResourceManager *creator, const Ogre::String &name,
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Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual = false,
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Ogre::ManualResourceLoader *loader = 0);
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virtual ~BulletShape();
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btCollisionShape* Shape;
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//this flag indicate if the shape is used for collision or if it's for raycasting only.
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bool collide;
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};
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/**
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*
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*/
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class BulletShapePtr : public Ogre::SharedPtr<BulletShape>
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{
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public:
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BulletShapePtr() : Ogre::SharedPtr<BulletShape>() {}
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explicit BulletShapePtr(BulletShape *rep) : Ogre::SharedPtr<BulletShape>(rep) {}
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BulletShapePtr(const BulletShapePtr &r) : Ogre::SharedPtr<BulletShape>(r) {}
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BulletShapePtr(const Ogre::ResourcePtr &r) : Ogre::SharedPtr<BulletShape>()
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{
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if( r.isNull() )
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return;
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// lock & copy other mutex pointer
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OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
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OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
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pRep = static_cast<BulletShape*>(r.getPointer());
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pUseCount = r.useCountPointer();
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useFreeMethod = r.freeMethod();
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if (pUseCount)
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{
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++(*pUseCount);
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}
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}
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/// Operator used to convert a ResourcePtr to a BulletShapePtr
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BulletShapePtr& operator=(const Ogre::ResourcePtr& r)
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{
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if(pRep == static_cast<BulletShape*>(r.getPointer()))
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return *this;
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release();
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if( r.isNull() )
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return *this; // resource ptr is null, so the call to release above has done all we need to do.
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// lock & copy other mutex pointer
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OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
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OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
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pRep = static_cast<BulletShape*>(r.getPointer());
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pUseCount = r.useCountPointer();
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useFreeMethod = r.freeMethod();
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if (pUseCount)
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{
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++(*pUseCount);
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}
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return *this;
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}
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};
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/**
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*Hold any BulletShape that was created by the ManualBulletShapeLoader.
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*
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*To get a bulletShape, you must load it first.
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*First, create a manualBulletShapeLoader. Then call ManualBulletShapeManager->load(). This create an "empty" resource.
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*Then use BulletShapeManager->load(). This will fill the resource with the required info.
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*To get the resource,use BulletShapeManager::getByName.
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*When you use the resource no more, just use BulletShapeManager->unload(). It won't completly delete the resource, but it will
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*"empty" it.This allow a better management of memory: when you are leaving a cell, just unload every useless shape.
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*
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*Alternatively, you can call BulletShape->load() in order to actually load the resource.
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*When you are finished with it, just call BulletShape->unload().
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*
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*IMO: prefere the first methode, i am not completly sure about the 2nd.
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*
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*Important Note: i have no idea of what happen if you try to load two time the same resource without unloading.
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*It won't crash, but it might lead to memory leaks(I don't know how Ogre handle this). So don't do it!
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*/
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class BulletShapeManager : public Ogre::ResourceManager, public Ogre::Singleton<BulletShapeManager>
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{
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protected:
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// must implement this from ResourceManager's interface
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Ogre::Resource *createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
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const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
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const Ogre::NameValuePairList *createParams);
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public:
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BulletShapeManager();
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virtual ~BulletShapeManager();
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virtual BulletShapePtr load(const Ogre::String &name, const Ogre::String &group);
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static BulletShapeManager &getSingleton();
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static BulletShapeManager *getSingletonPtr();
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};
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class BulletShapeLoader : public Ogre::ManualResourceLoader
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{
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public:
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BulletShapeLoader(){};
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virtual ~BulletShapeLoader() {}
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virtual void loadResource(Ogre::Resource *resource);
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virtual void load(const std::string &name,const std::string &group);
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};
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#endif
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