Files
bullet3/ObsoleteDemos/SerializeDemo/SerializeDemo.h
erwin coumans 69e5454d18 Add the old Bullet 2.x obsolete demos, and CMake buildsystem files, and gradually move them to newer Bullet 3.x structure
Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos
Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode)
Don't crash in btCollisionWorld, if there is no collision dispatcher
2013-12-19 12:40:59 -08:00

104 lines
2.6 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2010 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SERIALIZE_DEMO_H
#define SERIALIZE_DEMO_H
#ifdef _WINDOWS
#include "Win32DemoApplication.h"
#define PlatformDemoApplication Win32DemoApplication
#else
#include "GlutDemoApplication.h"
#define PlatformDemoApplication GlutDemoApplication
#endif
#include "LinearMath/btAlignedObjectArray.h"
class btBroadphaseInterface;
class btCollisionShape;
class btOverlappingPairCache;
class btCollisionDispatcher;
class btConstraintSolver;
struct btCollisionAlgorithmCreateFunc;
class btDefaultCollisionConfiguration;
///SerializeDemo shows how to use save and load binary .bullet physics files (work-in-progress)
class SerializeDemo : public PlatformDemoApplication
{
//keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher;
btConstraintSolver* m_solver;
btDefaultCollisionConfiguration* m_collisionConfiguration;
class btBulletWorldImporter* m_fileLoader;
const char* m_fileName;
int m_verboseMode;
public:
SerializeDemo();
virtual ~SerializeDemo();
void initPhysics();
void setupEmptyDynamicsWorld();
void exitPhysics();
virtual void keyboardCallback(unsigned char key, int x, int y);
virtual void clientMoveAndDisplay();
virtual void displayCallback();
void setFileName(const char* name)
{
m_fileName = name;
}
const char* getFileName() const
{
return m_fileName;
}
void setVerboseMode(int mode)
{
m_verboseMode = mode;
}
int getVerboseMode() const
{
return m_verboseMode;
}
static DemoApplication* Create()
{
SerializeDemo* demo = new SerializeDemo;
demo->myinit();
demo->initPhysics();
return demo;
}
};
#endif //SERIALIZE_DEMO_H