blender/source/gameengine/Converter/BL_MeshDeformer.h

99 lines
2.8 KiB
C++

/*
* ***** 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 <stdlib.h>
#if defined(WIN32) && !defined(FREE_WINDOWS)
#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(CTR_Map<class CTR_HashedPtr, void*>*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 (RAS_MeshObject*)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