ogrecollisionmanager.h
来自「使用stl技术,(还没看,是听说的)」· C头文件 代码 · 共 72 行
H
72 行
#ifndef __OGRECOLLISIONMANAGER_H__
#define __OGRECOLLISIONMANAGER_H__
#include <OgreSingleton.h>
#include "OgreCollider.h"
namespace Ogre {
class CollisionManager : public Singleton<CollisionManager>
{
private:
Collider* mCollider;
public:
/** Processes the OpenGL extensions that the graphics card supports
*/
CollisionManager()
: mCollider(0)
{
// This will eventually have to be setup on its own so
createCollider();
}
~CollisionManager()
{
if(mCollider)
delete mCollider;
}
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
// Eventually this will accept different collider types
bool createCollider(void)
{
mCollider = new Collider();
if(!mCollider)
return false;
return true;
}
CollisionEntity* createEntity(Entity* const ent)
{
CollisionEntity* ce = new CollisionEntity(ent);
return ce;
}
bool collide(CollisionEntity* ent1, CollisionEntity* ent2)
{
return mCollider->collide(ent1,ent2);
}
static CollisionManager& getSingleton(void);
};
};
#endif // __OGRECOLLISIONMANAGER_H__
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