6161# include " CcdGraphicController.h"
6262#endif
6363
64- #include " RAS_MeshObject .h"
64+ #include " RAS_Mesh .h"
6565#include " RAS_Rasterizer.h"
6666#include " RAS_ILightObject.h"
6767
@@ -343,13 +343,13 @@ SCA_IInputDevice::SCA_EnumInputs BL_ConvertKeyCode(int key_code)
343343 return gReverseKeyTranslateTable [key_code];
344344}
345345
346- static void BL_GetUvRgba (const RAS_MeshObject ::LayersInfo& layersInfo, std::vector<MLoopUV *>& uvLayers,
346+ static void BL_GetUvRgba (const RAS_Mesh ::LayersInfo& layersInfo, std::vector<MLoopUV *>& uvLayers,
347347 std::vector<MLoopCol *>& colorLayers, unsigned int loop, float uvs[RAS_Texture::MaxUnits][2 ],
348348 unsigned int rgba[RAS_Vertex::MAX_UNIT])
349349{
350350 // No need to initialize layers to zero as all the converted layer are all the layers needed.
351351
352- for (const RAS_MeshObject ::Layer& layer : layersInfo.colorLayers ) {
352+ for (const RAS_Mesh ::Layer& layer : layersInfo.colorLayers ) {
353353 const unsigned short index = layer.index ;
354354 const MLoopCol& col = colorLayers[index][loop];
355355
@@ -364,7 +364,7 @@ static void BL_GetUvRgba(const RAS_MeshObject::LayersInfo& layersInfo, std::vect
364364 rgba[index] = con.val ;
365365 }
366366
367- for (const RAS_MeshObject ::Layer& layer : layersInfo.uvLayers ) {
367+ for (const RAS_Mesh ::Layer& layer : layersInfo.uvLayers ) {
368368 const unsigned short index = layer.index ;
369369 const MLoopUV& uv = uvLayers[index][loop];
370370 copy_v2_v2 (uvs[index], uv.uv );
@@ -408,9 +408,9 @@ static RAS_MaterialBucket *BL_ConvertMaterial(Material *ma, int lightlayer, KX_S
408408}
409409
410410/* blenderobj can be nullptr, make sure its checked for */
411- RAS_MeshObject *BL_ConvertMesh (Mesh *me, Object *blenderobj, KX_Scene *scene, BL_BlenderSceneConverter& converter)
411+ RAS_Mesh *BL_ConvertMesh (Mesh *me, Object *blenderobj, KX_Scene *scene, BL_BlenderSceneConverter& converter)
412412{
413- RAS_MeshObject *meshobj;
413+ RAS_Mesh *meshobj;
414414 const int lightlayer = blenderobj ? blenderobj->lay : (1 << 20 ) - 1 ; // all layers if no object.
415415
416416 // Without checking names, we get some reuse we don't want that can cause
@@ -433,7 +433,7 @@ RAS_MeshObject *BL_ConvertMesh(Mesh *me, Object *blenderobj, KX_Scene *scene, BL
433433 const unsigned short uvCount = CustomData_number_of_layers (&dm->loopData , CD_MLOOPUV);
434434 const unsigned short colorCount = CustomData_number_of_layers (&dm->loopData , CD_MLOOPCOL);
435435
436- RAS_MeshObject ::LayersInfo layersInfo;
436+ RAS_Mesh ::LayersInfo layersInfo;
437437 layersInfo.activeUv = (activeUv == -1 ) ? 0 : activeUv;
438438 layersInfo.activeColor = (activeColor == -1 ) ? 0 : activeColor;
439439
@@ -453,7 +453,7 @@ RAS_MeshObject *BL_ConvertMesh(Mesh *me, Object *blenderobj, KX_Scene *scene, BL
453453 vertformat.uvSize = max_ii (1 , uvCount);
454454 vertformat.colorSize = max_ii (1 , colorCount);
455455
456- meshobj = new RAS_MeshObject (me, layersInfo);
456+ meshobj = new RAS_Mesh (me, layersInfo);
457457
458458 const unsigned short totmat = max_ii (me->totcol , 1 );
459459 std::vector<BL_MeshMaterial> mats (totmat);
@@ -489,7 +489,7 @@ RAS_MeshObject *BL_ConvertMesh(Mesh *me, Object *blenderobj, KX_Scene *scene, BL
489489}
490490
491491void BL_ConvertDerivedMeshToArray (DerivedMesh *dm, Mesh *me, const std::vector<BL_MeshMaterial>& mats,
492- const RAS_MeshObject ::LayersInfo& layersInfo)
492+ const RAS_Mesh ::LayersInfo& layersInfo)
493493{
494494 const MVert *mverts = dm->getVertArray (dm);
495495 const int totverts = dm->getNumVerts (dm);
@@ -517,11 +517,11 @@ void BL_ConvertDerivedMeshToArray(DerivedMesh *dm, Mesh *me, const std::vector<B
517517 // List of MLoopCol per color layer index.
518518 std::vector<MLoopCol *> colorLayers (layersInfo.uvLayers .size ());
519519
520- for (const RAS_MeshObject ::Layer& layer : layersInfo.uvLayers ) {
520+ for (const RAS_Mesh ::Layer& layer : layersInfo.uvLayers ) {
521521 const unsigned short index = layer.index ;
522522 uvLayers[index] = (MLoopUV *)CustomData_get_layer_n (&dm->loopData , CD_MLOOPUV, index);
523523 }
524- for (const RAS_MeshObject ::Layer& layer : layersInfo.colorLayers ) {
524+ for (const RAS_Mesh ::Layer& layer : layersInfo.colorLayers ) {
525525 const unsigned short index = layer.index ;
526526 colorLayers[index] = (MLoopCol *)CustomData_get_layer_n (&dm->loopData , CD_MLOOPCOL, index);
527527 }
@@ -640,7 +640,7 @@ static void BL_CreateGraphicObjectNew(KX_GameObject *gameobj, KX_Scene *kxscene,
640640 }
641641}
642642
643- static void BL_CreatePhysicsObjectNew (KX_GameObject *gameobj, Object *blenderobject, RAS_MeshObject *meshobj,
643+ static void BL_CreatePhysicsObjectNew (KX_GameObject *gameobj, Object *blenderobject, RAS_Mesh *meshobj,
644644 KX_Scene *kxscene, int activeLayerBitInfo, BL_BlenderSceneConverter& converter, bool processCompoundChildren)
645645
646646{
@@ -864,7 +864,7 @@ static KX_GameObject *BL_GameObjectFromBlenderObject(Object *ob, KX_Scene *kxsce
864864 case OB_MESH:
865865 {
866866 Mesh *mesh = static_cast <Mesh *>(ob->data );
867- RAS_MeshObject *meshobj = BL_ConvertMesh (mesh, ob, kxscene, converter);
867+ RAS_Mesh *meshobj = BL_ConvertMesh (mesh, ob, kxscene, converter);
868868
869869 // needed for python scripting
870870 kxscene->GetLogicManager ()->RegisterMeshName (meshobj->GetName (), meshobj);
@@ -1144,7 +1144,7 @@ static void bl_ConvertBlenderObject_Single(BL_BlenderSceneConverter& converter,
11441144
11451145 // Needed for group duplication.
11461146 logicmgr->RegisterGameObj (blenderobject, gameobj);
1147- for (RAS_MeshObject *meshobj : gameobj->GetMeshList ()) {
1147+ for (RAS_Mesh *meshobj : gameobj->GetMeshList ()) {
11481148 logicmgr->RegisterGameMeshName (meshobj->GetName (), blenderobject);
11491149 }
11501150
@@ -1538,8 +1538,8 @@ void BL_ConvertBlenderObjects(struct Main *maggie,
15381538 for (KX_GameObject *gameobj : sumolist) {
15391539 Object *blenderobject = gameobj->GetBlenderObject ();
15401540
1541- const std::vector<RAS_MeshObject *>& meshes = gameobj->GetMeshList ();
1542- RAS_MeshObject *meshobj = (meshes.empty ()) ? nullptr : meshes.front ();
1541+ const std::vector<RAS_Mesh *>& meshes = gameobj->GetMeshList ();
1542+ RAS_Mesh *meshobj = (meshes.empty ()) ? nullptr : meshes.front ();
15431543
15441544 int layerMask = (groupobj.find (blenderobject) == groupobj.end ()) ? activeLayerBitInfo : 0 ;
15451545 BL_CreatePhysicsObjectNew (gameobj, blenderobject, meshobj, kxscene, layerMask, converter, processCompoundChildren);
@@ -1548,7 +1548,7 @@ void BL_ConvertBlenderObjects(struct Main *maggie,
15481548
15491549 // Look at every material texture and ask to create realtime cube map.
15501550 for (KX_GameObject *gameobj : sumolist) {
1551- for (RAS_MeshObject *mesh : gameobj->GetMeshList ()) {
1551+ for (RAS_Mesh *mesh : gameobj->GetMeshList ()) {
15521552 for (RAS_MeshMaterial *meshmat : mesh->GetMeshMaterialList ()) {
15531553 RAS_IPolyMaterial *polymat = meshmat->GetBucket ()->GetPolyMaterial ();
15541554
@@ -1584,7 +1584,7 @@ void BL_ConvertBlenderObjects(struct Main *maggie,
15841584 Mesh *predifinedBoundMesh = blenderobject->gamePredefinedBound ;
15851585
15861586 if (predifinedBoundMesh) {
1587- RAS_MeshObject *meshobj = converter.FindGameMesh (predifinedBoundMesh);
1587+ RAS_Mesh *meshobj = converter.FindGameMesh (predifinedBoundMesh);
15881588 // In case of mesh taken in a other scene.
15891589 if (!meshobj) {
15901590 continue ;
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