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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-27 20:44:02 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-27 20:44:02 +0400
commit352eaccd5d991ad8966d686ae0954c7a0b03345c (patch)
tree40151c894e6b681ee158b8da72361b76bfa6447e /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentc56ee09c48b4d29dabe1c7daa2133777c27944f6 (diff)
BGE: Add soft body welding parameter to the Advanced Settings panel. The values are very small so I chose to use logarithmic scale. Should be fine, it's an advanced setting after all.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index be3b758a14b..1943c436258 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -905,7 +905,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if (objprop->m_softbody)
- shapeInfo->setVertexWeldingThreshold1(0.0001f); //todo: expose this to the UI
+ {
+ shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
+ }
bm = shapeInfo->CreateBulletShape();
//no moving concave meshes, so don't bother calculating inertia