de-Windownizing and some build-fixes

This commit is contained in:
Marc Zinnschlag 2011-02-26 16:37:47 +01:00
parent 33f22fd68b
commit 1e9dc4b435
5 changed files with 29 additions and 16 deletions

View file

@ -29,8 +29,8 @@
#include <OgreMesh.h>
#include <assert.h>
#include <string>
#include <BulletCollision\CollisionShapes\btBvhTriangleMeshShape.h>
#include <BulletCollision\CollisionShapes\btConvexTriangleMeshShape.h>
#include <BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h>
#include <BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h>
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
@ -77,8 +77,8 @@ protected:
public:
BulletShape(Ogre::ResourceManager *creator, const Ogre::String &name,
Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual = false,
BulletShape(Ogre::ResourceManager *creator, const Ogre::String &name,
Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual = false,
Ogre::ManualResourceLoader *loader = 0);
virtual ~BulletShape();
@ -91,12 +91,12 @@ public:
/**
*
*/
class BulletShapePtr : public Ogre::SharedPtr<BulletShape>
class BulletShapePtr : public Ogre::SharedPtr<BulletShape>
{
public:
BulletShapePtr() : Ogre::SharedPtr<BulletShape>() {}
explicit BulletShapePtr(BulletShape *rep) : Ogre::SharedPtr<BulletShape>(rep) {}
BulletShapePtr(const BulletShapePtr &r) : Ogre::SharedPtr<BulletShape>(r) {}
BulletShapePtr(const BulletShapePtr &r) : Ogre::SharedPtr<BulletShape>(r) {}
BulletShapePtr(const Ogre::ResourcePtr &r) : Ogre::SharedPtr<BulletShape>()
{
if( r.isNull() )
@ -136,7 +136,7 @@ public:
};
/**
*Hold any BulletShape that was created by the ManualBulletShapeLoader.
*Hold any BulletShape that was created by the ManualBulletShapeLoader.
*
*To get a bulletShape, you must load it first.
*First, create a manualBulletShapeLoader. Then call ManualBulletShapeManager->load(). This create an "empty" resource.
@ -145,7 +145,7 @@ public:
*When you use the resource no more, just use BulletShapeManager->unload(). It won't completly delete the resource, but it will
*"empty" it.This allow a better management of memory: when you are leaving a cell, just unload every useless shape.
*
*Alternatively, you can call BulletShape->load() in order to actually load the resource.
*Alternatively, you can call BulletShape->load() in order to actually load the resource.
*When you are finished with it, just call BulletShape->unload().
*
*IMO: prefere the first methode, i am not completly sure about the 2nd.
@ -156,10 +156,10 @@ public:
class BulletShapeManager : public Ogre::ResourceManager, public Ogre::Singleton<BulletShapeManager>
{
protected:
// must implement this from ResourceManager's interface
Ogre::Resource *createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
Ogre::Resource *createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
const Ogre::NameValuePairList *createParams);
public:
@ -200,7 +200,7 @@ public:
void loadResource(Ogre::Resource *resource);
/**
*This function load a new bulletShape from a NIF file into the BulletShapeManager.
*This function load a new bulletShape from a NIF file into the BulletShapeManager.
*When the file is loaded, you can then use BulletShapeManager::getByName() to retrive the bulletShape.
*Warning: this function will just crash if the resourceGroup doesn't exist!
*/