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UPBGE: Rename RAS_MeshObject to RAS_Mesh.
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71 files changed

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source/gameengine/Converter/BL_BlenderConverter.cpp

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -36,7 +36,7 @@
3636
#include "KX_Scene.h"
3737
#include "KX_GameObject.h"
3838
#include "KX_WorldInfo.h"
39-
#include "RAS_MeshObject.h"
39+
#include "RAS_Mesh.h"
4040
#include "RAS_BucketManager.h"
4141
#include "KX_PhysicsEngineEnums.h"
4242
#include "KX_KetsjiEngine.h"
@@ -118,7 +118,7 @@ void BL_BlenderConverter::SceneSlot::Merge(const BL_BlenderSceneConverter& conve
118118
for (KX_BlenderMaterial *mat : converter.m_materials) {
119119
m_materials.emplace_back(mat);
120120
}
121-
for (RAS_MeshObject *meshobj : converter.m_meshobjects) {
121+
for (RAS_Mesh *meshobj : converter.m_meshobjects) {
122122
m_meshobjects.emplace_back(meshobj);
123123
}
124124
for (BL_ConvertObjectInfo *info : converter.m_objectInfos) {
@@ -474,7 +474,7 @@ KX_LibLoadStatus *BL_BlenderConverter::LinkBlendFile(BlendHandle *blendlib, cons
474474
if (options & LIB_LOAD_VERBOSE) {
475475
CM_Debug("mesh name: " << mesh->name + 2);
476476
}
477-
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, nullptr, scene_merge, sceneConverter);
477+
RAS_Mesh *meshobj = BL_ConvertMesh((Mesh *)mesh, nullptr, scene_merge, sceneConverter);
478478
scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
479479
}
480480

@@ -608,7 +608,7 @@ bool BL_BlenderConverter::FreeBlendFile(Main *maggie)
608608
// in case the mesh might be refered to later
609609
std::map<std::string, void *> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
610610
for (std::map<std::string, void *>::iterator it = mapStringToMeshes.begin(), end = mapStringToMeshes.end(); it != end;) {
611-
RAS_MeshObject *meshobj = (RAS_MeshObject *)it->second;
611+
RAS_Mesh *meshobj = (RAS_Mesh *)it->second;
612612
if (meshobj && IS_TAGGED(meshobj->GetMesh())) {
613613
it = mapStringToMeshes.erase(it);
614614
}
@@ -655,7 +655,7 @@ bool BL_BlenderConverter::FreeBlendFile(Main *maggie)
655655
gameobj->RemoveTaggedActions();
656656
// free the mesh, we could be referecing a linked one!
657657

658-
for (RAS_MeshObject *meshobj : gameobj->GetMeshList()) {
658+
for (RAS_Mesh *meshobj : gameobj->GetMeshList()) {
659659
if (IS_TAGGED(meshobj->GetMesh())) {
660660
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
661661
break;
@@ -690,8 +690,8 @@ bool BL_BlenderConverter::FreeBlendFile(Main *maggie)
690690
KX_Scene *scene = sit->first;
691691
SceneSlot& sceneSlot = sit->second;
692692

693-
for (UniquePtrList<RAS_MeshObject>::iterator it = sceneSlot.m_meshobjects.begin(); it != sceneSlot.m_meshobjects.end(); ) {
694-
RAS_MeshObject *mesh = (*it).get();
693+
for (UniquePtrList<RAS_Mesh>::iterator it = sceneSlot.m_meshobjects.begin(); it != sceneSlot.m_meshobjects.end(); ) {
694+
RAS_Mesh *mesh = (*it).get();
695695
if (IS_TAGGED(mesh->GetMesh())) {
696696
it = sceneSlot.m_meshobjects.erase(it);
697697
}
@@ -758,7 +758,7 @@ void BL_BlenderConverter::MergeScene(KX_Scene *to, KX_Scene *from)
758758

759759
/** This function merges a mesh from the current scene into another main
760760
* it does not convert */
761-
RAS_MeshObject *BL_BlenderConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const std::string& name)
761+
RAS_Mesh *BL_BlenderConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const std::string& name)
762762
{
763763
// Find a mesh in the current main */
764764
ID *me = static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name.c_str(), offsetof(ID, name) + 2));
@@ -832,7 +832,7 @@ RAS_MeshObject *BL_BlenderConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main
832832

833833
BL_BlenderSceneConverter sceneConverter(kx_scene);
834834

835-
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, nullptr, kx_scene, sceneConverter);
835+
RAS_Mesh *meshobj = BL_ConvertMesh((Mesh *)me, nullptr, kx_scene, sceneConverter);
836836
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
837837

838838
// Finalize material and mesh conversion.

source/gameengine/Converter/BL_BlenderConverter.h

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -37,7 +37,7 @@
3737

3838
#ifdef _MSC_VER // MSVC doesn't support incomplete type in std::unique_ptr.
3939
# include "KX_BlenderMaterial.h"
40-
# include "RAS_MeshObject.h"
40+
# include "RAS_Mesh.h"
4141
# include "BL_ConvertObjectInfo.h"
4242
# include "BL_BlenderScalarInterpolator.h"
4343
#endif
@@ -53,7 +53,7 @@ class KX_BlenderMaterial;
5353
class BL_InterpolatorList;
5454
class SCA_IActuator;
5555
class SCA_IController;
56-
class RAS_MeshObject;
56+
class RAS_Mesh;
5757
struct Main;
5858
struct BlendHandle;
5959
struct Mesh;
@@ -74,7 +74,7 @@ class BL_BlenderConverter
7474
{
7575
public:
7676
UniquePtrList<KX_BlenderMaterial> m_materials;
77-
UniquePtrList<RAS_MeshObject> m_meshobjects;
77+
UniquePtrList<RAS_Mesh> m_meshobjects;
7878
UniquePtrList<BL_InterpolatorList> m_interpolators;
7979
UniquePtrList<BL_ConvertObjectInfo> m_objectInfos;
8080

@@ -148,7 +148,7 @@ class BL_BlenderConverter
148148
bool FreeBlendFile(Main *maggie);
149149
bool FreeBlendFile(const std::string& path);
150150

151-
RAS_MeshObject *ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const std::string& name);
151+
RAS_Mesh *ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const std::string& name);
152152

153153
void MergeScene(KX_Scene *to, KX_Scene *from);
154154

source/gameengine/Converter/BL_BlenderDataConversion.cpp

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -61,7 +61,7 @@
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

491491
void 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;

source/gameengine/Converter/BL_BlenderDataConversion.h

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -32,7 +32,7 @@
3232
#ifndef __BL_BLENDERDATACONVERSION_H__
3333
#define __BL_BLENDERDATACONVERSION_H__
3434

35-
#include "RAS_MeshObject.h"
35+
#include "RAS_Mesh.h"
3636
#include "KX_PhysicsEngineEnums.h"
3737
#include "SCA_IInputDevice.h"
3838

@@ -55,9 +55,9 @@ struct BL_MeshMaterial {
5555
bool wire;
5656
};
5757

58-
RAS_MeshObject *BL_ConvertMesh(Mesh *mesh, Object *lightobj, KX_Scene *scene, BL_BlenderSceneConverter& converter);
58+
RAS_Mesh *BL_ConvertMesh(Mesh *mesh, Object *lightobj, KX_Scene *scene, BL_BlenderSceneConverter& converter);
5959
void BL_ConvertDerivedMeshToArray(DerivedMesh *dm, Mesh *me, const std::vector<BL_MeshMaterial>& mats,
60-
const RAS_MeshObject::LayersInfo& layersInfo);
60+
const RAS_Mesh::LayersInfo& layersInfo);
6161

6262
void BL_ConvertBlenderObjects(Main *maggie, KX_Scene *kxscene, KX_KetsjiEngine *ketsjiEngine, e_PhysicsEngine physics_engine,
6363
RAS_Rasterizer *rendertools, RAS_ICanvas *canvas, BL_BlenderSceneConverter& sceneconverter,

source/gameengine/Converter/BL_BlenderSceneConverter.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -83,15 +83,15 @@ KX_GameObject *BL_BlenderSceneConverter::FindGameObject(Object *for_blenderobjec
8383
return m_map_blender_to_gameobject[for_blenderobject];
8484
}
8585

86-
void BL_BlenderSceneConverter::RegisterGameMesh(RAS_MeshObject *gamemesh, Mesh *for_blendermesh)
86+
void BL_BlenderSceneConverter::RegisterGameMesh(RAS_Mesh *gamemesh, Mesh *for_blendermesh)
8787
{
8888
if (for_blendermesh) { // dynamically loaded meshes we don't want to keep lookups for
8989
m_map_mesh_to_gamemesh[for_blendermesh] = gamemesh;
9090
}
9191
m_meshobjects.push_back(gamemesh);
9292
}
9393

94-
RAS_MeshObject *BL_BlenderSceneConverter::FindGameMesh(Mesh *for_blendermesh)
94+
RAS_Mesh *BL_BlenderSceneConverter::FindGameMesh(Mesh *for_blendermesh)
9595
{
9696
return m_map_mesh_to_gamemesh[for_blendermesh];
9797
}

source/gameengine/Converter/BL_BlenderSceneConverter.h

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,7 @@
3939

4040
class SCA_IActuator;
4141
class SCA_IController;
42-
class RAS_MeshObject;
42+
class RAS_Mesh;
4343
class KX_BlenderMaterial;
4444
class BL_BlenderConverter;
4545
class BL_ConvertObjectInfo;
@@ -63,12 +63,12 @@ class BL_BlenderSceneConverter
6363
KX_Scene *m_scene;
6464

6565
std::vector<KX_BlenderMaterial *> m_materials;
66-
std::vector<RAS_MeshObject *> m_meshobjects;
66+
std::vector<RAS_Mesh *> m_meshobjects;
6767
std::vector<BL_ConvertObjectInfo *> m_objectInfos;
6868

6969
std::map<Object *, BL_ConvertObjectInfo *> m_blenderToObjectInfos;
7070
std::map<Object *, KX_GameObject *> m_map_blender_to_gameobject;
71-
std::map<Mesh *, RAS_MeshObject *> m_map_mesh_to_gamemesh;
71+
std::map<Mesh *, RAS_Mesh *> m_map_mesh_to_gamemesh;
7272
std::map<Material *, KX_BlenderMaterial *> m_map_mesh_to_polyaterial;
7373
std::map<bActuator *, SCA_IActuator *> m_map_blender_to_gameactuator;
7474
std::map<bController *, SCA_IController *> m_map_blender_to_gamecontroller;
@@ -88,8 +88,8 @@ class BL_BlenderSceneConverter
8888
void UnregisterGameObject(KX_GameObject *gameobject);
8989
KX_GameObject *FindGameObject(Object *for_blenderobject);
9090

91-
void RegisterGameMesh(RAS_MeshObject *gamemesh, Mesh *for_blendermesh);
92-
RAS_MeshObject *FindGameMesh(Mesh *for_blendermesh);
91+
void RegisterGameMesh(RAS_Mesh *gamemesh, Mesh *for_blendermesh);
92+
RAS_Mesh *FindGameMesh(Mesh *for_blendermesh);
9393

9494
void RegisterMaterial(KX_BlenderMaterial *blmat, Material *mat);
9595
KX_BlenderMaterial *FindMaterial(Material *mat);

source/gameengine/Converter/BL_ConvertActuators.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -461,7 +461,7 @@ void BL_ConvertActuators(const char* maggiename,
461461
break;
462462
case ACT_EDOB_REPLACE_MESH:
463463
{
464-
RAS_MeshObject *tmpmesh = converter.FindGameMesh(editobact->me);
464+
RAS_Mesh *tmpmesh = converter.FindGameMesh(editobact->me);
465465

466466
if (!tmpmesh) {
467467
CM_Warning("object \"" << objectname << "\" from ReplaceMesh actuator \"" << uniquename

source/gameengine/Converter/BL_ConvertSensors.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -55,7 +55,7 @@
5555
#include "RAS_IPolygonMaterial.h"
5656
// Sensors
5757
#include "KX_GameObject.h"
58-
#include "RAS_MeshObject.h"
58+
#include "RAS_Mesh.h"
5959
#include "SCA_KeyboardSensor.h"
6060
#include "SCA_MouseSensor.h"
6161
#include "SCA_AlwaysSensor.h"

source/gameengine/Converter/BL_DeformableGameObject.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -37,7 +37,7 @@
3737

3838
#include "KX_SoftBodyDeformer.h"
3939

40-
#include "RAS_MeshObject.h"
40+
#include "RAS_Mesh.h"
4141

4242
#include "CM_Message.h"
4343

@@ -135,7 +135,7 @@ void BL_DeformableGameObject::LoadDeformer()
135135
return;
136136
}
137137

138-
RAS_MeshObject *meshobj = m_meshes.front();
138+
RAS_Mesh *meshobj = m_meshes.front();
139139
Mesh *mesh = meshobj->GetMesh();
140140

141141
if (!mesh) {

source/gameengine/Converter/BL_MeshDeformer.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@
4141
#include "BL_DeformableGameObject.h"
4242
#include "BL_MeshDeformer.h"
4343
#include "RAS_BoundingBoxManager.h"
44-
#include "RAS_MeshObject.h"
44+
#include "RAS_Mesh.h"
4545
#include "RAS_MeshUser.h"
4646
#include "DNA_mesh_types.h"
4747
#include "DNA_meshdata_types.h"
@@ -71,7 +71,7 @@ void BL_MeshDeformer::Apply(RAS_IDisplayArray *UNUSED(array))
7171
}
7272
}
7373

74-
BL_MeshDeformer::BL_MeshDeformer(BL_DeformableGameObject *gameobj, Object *obj, RAS_MeshObject *meshobj)
74+
BL_MeshDeformer::BL_MeshDeformer(BL_DeformableGameObject *gameobj, Object *obj, RAS_Mesh *meshobj)
7575
:RAS_Deformer(meshobj),
7676
m_bmesh((Mesh *)(obj->data)),
7777
m_objMesh(obj),

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