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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
commit5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch)
treeece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Converter/BL_MeshDeformer.h
parent6c55047b4019a3491934bae38bbf229e6b0e6a48 (diff)
BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index 1749d438d21..0a8c34992e2 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -50,7 +50,7 @@ public:
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
BL_MeshDeformer(BL_DeformableGameObject *gameobj,
struct Object* obj,
- class BL_SkinMeshObject *meshobj ):
+ class RAS_MeshObject *meshobj ):
m_pMeshObject(meshobj),
m_bmesh((struct Mesh*)(obj->data)),
m_transverts(0),
@@ -73,7 +73,7 @@ public:
// virtual void InitDeform(double time){};
protected:
- class BL_SkinMeshObject* m_pMeshObject;
+ class RAS_MeshObject* m_pMeshObject;
struct Mesh* m_bmesh;
// this is so m_transverts doesn't need to be converted