blender/source/gameengine/Converter/BL_MeshDeformer.h
Campbell Barton 14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00

99 lines
2.8 KiB
C++

/**
* $Id$
*
* ***** 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 <stdlib.h>
#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<class GEN_HashedPtr, void*>*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 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 (RAS_MeshObject*)m_pMeshObject; };
virtual float (* GetTransVerts(int *tot))[3] { *tot= m_tvtot; return m_transverts; }
// 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;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_MeshDeformer"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif