/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** */ #ifndef BL_MESHDEFORMER #define BL_MESHDEFORMER #include "RAS_Deformer.h" #include "DNA_object_types.h" #include "DNA_key_types.h" #include "MT_Point3.h" #include #ifdef WIN32 #pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning #endif //WIN32 class BL_DeformableGameObject; class BL_MeshDeformer : public RAS_Deformer { public: void VerifyStorage(); void RecalcNormals(); virtual void Relink(GEN_Map*map); BL_MeshDeformer(BL_DeformableGameObject *gameobj, struct Object* obj, class BL_SkinMeshObject *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 RAS_Deformer* GetReplica(){return NULL;}; struct Mesh* GetMesh() { return m_bmesh; }; // virtual void InitDeform(double time){}; protected: class BL_SkinMeshObject* 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; }; #endif