/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file BL_MeshDeformer.h * \ingroup bgeconv */ #ifndef __BL_MESHDEFORMER_H__ #define __BL_MESHDEFORMER_H__ #include "RAS_Deformer.h" #include "DNA_object_types.h" #include "DNA_key_types.h" #include "MT_Point3.h" #include #ifdef _MSC_VER # pragma warning (disable:4786) /* get rid of stupid stl-visual compiler debug warning */ #endif class BL_DeformableGameObject; class BL_MeshDeformer : public RAS_Deformer { public: void VerifyStorage(); void RecalcNormals(); virtual void Relink(CTR_Map*map); BL_MeshDeformer(BL_DeformableGameObject *gameobj, struct Object* obj, class RAS_MeshObject *meshobj ): m_pMeshObject(meshobj), m_bmesh((struct Mesh*)(obj->data)), m_transverts(0), m_transnors(0), m_objMesh(obj), m_tvtot(0), m_gameobj(gameobj), m_lastDeformUpdate(-1) {}; virtual ~BL_MeshDeformer(); virtual void SetSimulatedTime(double time) {} virtual bool Apply(class RAS_IPolyMaterial *mat); virtual bool Update(void) { return false; } virtual bool UpdateBuckets(void) { return false; } virtual RAS_Deformer* GetReplica() {return NULL;} virtual void ProcessReplica(); struct Mesh* GetMesh() { return m_bmesh; } virtual class RAS_MeshObject* GetRasMesh() { return m_pMeshObject; } virtual float (* GetTransVerts(int *tot))[3] { *tot= m_tvtot; return m_transverts; } // virtual void InitDeform(double time) {} protected: class RAS_MeshObject* m_pMeshObject; struct Mesh* m_bmesh; // this is so m_transverts doesn't need to be converted // before deformation float (*m_transverts)[3]; float (*m_transnors)[3]; struct Object* m_objMesh; // -- int m_tvtot; BL_DeformableGameObject* m_gameobj; double m_lastDeformUpdate; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_MeshDeformer") #endif }; #endif