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OgreSkeletonManager.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreSkeletonManager.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __SkeletonManager_H__ #define __SkeletonManager_H__ #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreSingleton.h" namespace Ogre { /** Handles the management of skeleton resources. @remarks This class deals with the runtime management of skeleton data; like other resource managers it handles the creation of resources (in this case skeleton data), working within a fixed memory budget. */ class _OgreExport SkeletonManager: public ResourceManager, public Singleton
{ public: /// Constructor SkeletonManager(); ~SkeletonManager(); /** 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. */ static SkeletonManager& getSingleton(void); /** 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. */ static SkeletonManager* getSingletonPtr(void); protected: /// @copydoc ResourceManager::createImpl Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams); }; } #endif
OgreSkeletonManager.h
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