diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-28 01:52:20 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-28 01:52:20 +0400 |
commit | c723b91446a04a953ed4ec761310c2f5c675268f (patch) | |
tree | 84c7358fc73ccac9e5d801641bed5ef152271c22 /source/blender/makesdna | |
parent | 5f7359a4ad712e91a012fe7331f2df33b7031375 (diff) |
BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.
MSVC project files updated.
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_object_force.h | 10 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_object_types.h | 4 |
2 files changed, 13 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h index 5900e16d5e8..081b83c3d02 100644 --- a/source/blender/makesdna/DNA_object_force.h +++ b/source/blender/makesdna/DNA_object_force.h @@ -84,6 +84,16 @@ typedef struct SBVertex { float vec[4]; } SBVertex; +typedef struct BulletSoftBody { + int flag; /* various boolean options */ + float linStiff; /* linear stiffness 0..1 */ + float angStiff; /* angular stiffness 0..1 */ + float volume; /* volume preservation 0..1 */ +} BulletSoftBody; + +/* BulletSoftBody.flag */ +#define OB_BSB_SHAPE_MATCHING 2 + typedef struct SoftBody { struct ParticleSystem *particles; /* particlesystem softbody */ diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index c12da6b0194..fad5c020727 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -193,7 +193,9 @@ typedef struct Object { * bit 15: Always ignore activity culling */ int gameflag2; - short softflag; /* softboday settings */ + struct BulletSoftBody *bsoft; /* settings for game engine bullet soft body */ + + short softflag; /* softbody settings */ short recalc; /* dependency flag */ float anisotropicFriction[3]; |