99 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file BL_MeshDeformer.h
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 *  \ingroup bgeconv
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 */
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#ifndef __BL_MESHDEFORMER_H__
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#define __BL_MESHDEFORMER_H__
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#include "RAS_Deformer.h"
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#include "DNA_object_types.h"
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#include "DNA_key_types.h"
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#include "MT_Point3.h"
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#include <stdlib.h>
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#ifdef _MSC_VER
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#  pragma warning (disable:4786)  /* get rid of stupid stl-visual compiler debug warning */
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#endif
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class BL_DeformableGameObject;
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class BL_MeshDeformer : public RAS_Deformer
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{
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public:
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	void VerifyStorage();
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	void RecalcNormals();
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	virtual void Relink(CTR_Map<class CTR_HashedPtr, void*>*map);
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	BL_MeshDeformer(BL_DeformableGameObject *gameobj,
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					struct Object* obj,
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					class RAS_MeshObject *meshobj ):
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		m_pMeshObject(meshobj),
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		m_bmesh((struct Mesh*)(obj->data)),
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		m_transverts(0),
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		m_transnors(0),
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		m_objMesh(obj),
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		m_tvtot(0),
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		m_gameobj(gameobj),
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		m_lastDeformUpdate(-1)
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	{};
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	virtual ~BL_MeshDeformer();
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	virtual void SetSimulatedTime(double time) {}
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	virtual bool Apply(class RAS_IPolyMaterial *mat);
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	virtual bool Update(void) { return false; }
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	virtual bool UpdateBuckets(void) { return false; }
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	virtual	RAS_Deformer*	GetReplica() {return NULL;}
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	virtual void ProcessReplica();
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	struct Mesh* GetMesh() { return m_bmesh; }
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	virtual class RAS_MeshObject* GetRasMesh() { return m_pMeshObject; }
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	virtual float (* GetTransVerts(int *tot))[3]	{	*tot= m_tvtot; return m_transverts; }
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	//	virtual void InitDeform(double time) {}
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protected:
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	class RAS_MeshObject*		m_pMeshObject;
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	struct Mesh*				m_bmesh;
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	// this is so m_transverts doesn't need to be converted
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	// before deformation
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	float						(*m_transverts)[3];
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	float 						(*m_transnors)[3];
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	struct Object*				m_objMesh; 
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	// --
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	int							m_tvtot;
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	BL_DeformableGameObject*	m_gameobj;
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	double						m_lastDeformUpdate;
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#ifdef WITH_CXX_GUARDEDALLOC
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	MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_MeshDeformer")
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#endif
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};
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#endif
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