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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-28 20:30:34 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-28 20:30:34 +0300
commit1c4150f21138ad0ab6e8b1a41688074e8a87e64c (patch)
tree885104ef63e7beccd5c540be5bdffe37bbb83e72 /extern/bullet2/src/BulletCollision/CollisionShapes
parent38ba32a42396aeb320beee88a3909cfb6de5e631 (diff)
BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionShapes/btCollisionShape.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btCollisionShape.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btCollisionShape.h
index 1f4b9bec647..b6374e64153 100644
--- a/extern/bullet2/src/BulletCollision/CollisionShapes/btCollisionShape.h
+++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btCollisionShape.h
@@ -72,6 +72,10 @@ public:
{
return btBroadphaseProxy::isCompound(getShapeType());
}
+ SIMD_FORCE_INLINE bool isSoftBody() const
+ {
+ return btBroadphaseProxy::isSoftBody(getShapeType());
+ }
///isInfinite is used to catch simulation error (aabb check)
SIMD_FORCE_INLINE bool isInfinite() const