diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 10:25:35 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 10:25:35 +0400 |
commit | 9d3c77ec6277b28993f76804cd975b3684a304e9 (patch) | |
tree | 319f17a31f758acf43df472fde7c35a4a715345b /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | a1bef84ea859cf85487d4cac8664402dd86f4465 (diff) |
support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index ddf1f402431..c5dbabe24fc 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -881,6 +881,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, { shapeInfo->SetMesh(meshobj, false,false); } + if (objprop->m_softbody) + shapeInfo->setVertexWeldingThreshold(0.01f); //todo: expose this to the UI + bm = shapeInfo->CreateBulletShape(); //no moving concave meshes, so don't bother calculating inertia //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor); |