diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-25 01:44:29 +0300 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-25 01:44:29 +0300 |
commit | 5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch) | |
tree | ece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Converter/BL_SkinDeformer.cpp | |
parent | 6c55047b4019a3491934bae38bbf229e6b0e6a48 (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_SkinDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index ecc45b2da1a..ea7242b0225 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -35,7 +35,7 @@ #include "GEN_Map.h" #include "STR_HashedString.h" #include "RAS_IPolygonMaterial.h" -#include "BL_SkinMeshObject.h" +#include "RAS_MeshObject.h" //#include "BL_ArmatureController.h" #include "DNA_armature_types.h" @@ -59,7 +59,7 @@ extern "C"{ BL_SkinDeformer::BL_SkinDeformer(BL_DeformableGameObject *gameobj, struct Object *bmeshobj, - class BL_SkinMeshObject *mesh, + class RAS_MeshObject *mesh, BL_ArmatureObject* arma) : // BL_MeshDeformer(gameobj, bmeshobj, mesh), @@ -77,7 +77,7 @@ BL_SkinDeformer::BL_SkinDeformer( BL_DeformableGameObject *gameobj, struct Object *bmeshobj_old, // Blender object that owns the new mesh struct Object *bmeshobj_new, // Blender object that owns the original mesh - class BL_SkinMeshObject *mesh, + class RAS_MeshObject *mesh, bool release_object, bool recalc_normal, BL_ArmatureObject* arma) : |