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authorErwin Coumans <blender@erwincoumans.com>2008-09-26 06:27:59 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-26 06:27:59 +0400
commita1bef84ea859cf85487d4cac8664402dd86f4465 (patch)
treeaab43249487d338e39e9df721a5675536ffb65ff /source/gameengine/Converter/BL_DeformableGameObject.cpp
parent6732718ef1b7f212e2368cf237c08d72f13d06ab (diff)
Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/* This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
Diffstat (limited to 'source/gameengine/Converter/BL_DeformableGameObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index 1d62a41cce9..e2610d2b405 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -47,7 +47,7 @@ void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
KX_GameObject::ProcessReplica(replica);
if (m_pDeformer) {
- deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica();
+ deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica(replica);
((BL_DeformableGameObject*)replica)->m_pDeformer = deformer;
}