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Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_Deformer.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp5
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h5
3 files changed, 8 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_Deformer.h b/source/gameengine/Rasterizer/RAS_Deformer.h
index bea68e203a9..4e8484ab880 100644
--- a/source/gameengine/Rasterizer/RAS_Deformer.h
+++ b/source/gameengine/Rasterizer/RAS_Deformer.h
@@ -43,7 +43,7 @@ public:
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
- virtual void Update(void)=0;
+ virtual bool Update(void)=0;
virtual RAS_Deformer *GetReplica()=0;
protected:
class RAS_MeshObject *m_pMesh;
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index db74110ceea..d7ab88a6b06 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -63,12 +63,13 @@ KX_ArrayOptimizer::~KX_ArrayOptimizer()
-RAS_MeshObject::RAS_MeshObject(int lightlayer)
+RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
: m_bModified(true),
m_lightlayer(lightlayer),
m_zsort(false),
m_MeshMod(true),
- m_class(0)
+ m_class(0),
+ m_mesh(mesh)
{
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index d8e7a3391aa..d9aa133efb2 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -43,6 +43,7 @@
#include "GEN_HashedPtr.h"
+struct Mesh;
/**
* This class holds an array of vertices and indicies.
*/
@@ -144,9 +145,10 @@ protected:
GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
RAS_MaterialBucket::Set m_materials;
+ Mesh* m_mesh;
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
- RAS_MeshObject(int lightlayer);
+ RAS_MeshObject(Mesh* mesh, int lightlayer);
virtual ~RAS_MeshObject();
vector<RAS_IPolyMaterial*> m_sortedMaterials;
@@ -258,6 +260,7 @@ public:
bool MeshModified();
void SetMeshModified(bool v){m_MeshMod = v;}
+ Mesh* GetMesh() { return m_mesh; }
};