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authorErwin Coumans <blender@erwincoumans.com>2009-03-29 23:54:05 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-03-29 23:54:05 +0400
commitb182778e7155abe09bd2101b851fb1178c9babb8 (patch)
tree79c20d43506d05d8a46d1290d00d589e3fe9f669 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent30fa7a7286a2d4b5f8abedc2ce43602fb229b25c (diff)
Applied patch #18446, to do versions on damping
Re-enable vertex welding, only for soft bodies. They require it. Future versions could expose such vertexWeldingThreshold.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 8002da6b8d4..03149859f4d 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -882,10 +882,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->SetMesh(meshobj, false,false);
}
- // Note! since 2.48a bullet mesh conversion has been sped up not to remove doubles
- // if softbody needs this there should be some post processing filter for softbody meshes.
+ // Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if (objprop->m_softbody)
- shapeInfo->setVertexWeldingThreshold(0.01f); //todo: expose this to the UI
+ shapeInfo->setVertexWeldingThreshold1(0.01f); //todo: expose this to the UI
bm = shapeInfo->CreateBulletShape();
//no moving concave meshes, so don't bother calculating inertia