blender/source/gameengine/Converter/BL_DeformableGameObject.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00

71 lines
1.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BL_DEFORMABLEGAMEOBJECT
#define BL_DEFORMABLEGAMEOBJECT
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
#include "KX_GameObject.h"
#include "RAS_Deformer.h"
class BL_DeformableGameObject : public KX_GameObject
{
public:
RAS_Deformer *m_pDeformer;
CValue* GetReplica();
virtual void Relink(GEN_Map<GEN_HashedPtr, void*>*map)
{
if (m_pDeformer)
m_pDeformer->Relink (map);
};
void ProcessReplica(KX_GameObject* replica);
BL_DeformableGameObject(void* sgReplicationInfo, SG_Callbacks callbacks) :
KX_GameObject(sgReplicationInfo,callbacks),
m_pDeformer(NULL)
{
};
virtual ~BL_DeformableGameObject();
};
#endif