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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-28 20:30:34 +0300 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-28 20:30:34 +0300 |
commit | 1c4150f21138ad0ab6e8b1a41688074e8a87e64c (patch) | |
tree | 885104ef63e7beccd5c540be5bdffe37bbb83e72 /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 38ba32a42396aeb320beee88a3909cfb6de5e631 (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 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index d837b2c4466..31616fdec15 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1458,7 +1458,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */ objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/ - objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */ + //objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */ + /* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */ + objprop.m_soft_welding = 0.f; objprop.m_margin = blenderobject->bsoft->margin; objprop.m_contactProcessingThreshold = 0.f; } else |