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authorErwin Coumans <blender@erwincoumans.com>2006-06-19 02:10:00 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-06-19 02:10:00 +0400
commitec8448b88d9285624d61ce9196c7ad3643dc921e (patch)
treea8b88feac6e25d1c8aa0e45fb1a018e3b2b30e6c /source/gameengine/Ketsji/KX_BulletPhysicsController.h
parentdcbcc125824c6debc082b7ba36082602bc63f9d3 (diff)
bugfix/workaround for problem with hard-coded collision margins being too large.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BulletPhysicsController.h')
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.h b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
index 2251c3b1f90..272868459d0 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.h
@@ -19,7 +19,7 @@ public:
virtual void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse);
virtual void SetObject (SG_IObject* object);
-
+ virtual void SetMargin (float collisionMargin);
virtual void RelativeTranslate(const MT_Vector3& dloc,bool local);
virtual void RelativeRotate(const MT_Matrix3x3& drot,bool local);
virtual void ApplyTorque(const MT_Vector3& torque,bool local);