diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2009-03-29 23:54:05 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2009-03-29 23:54:05 +0400 |
commit | b182778e7155abe09bd2101b851fb1178c9babb8 (patch) | |
tree | 79c20d43506d05d8a46d1290d00d589e3fe9f669 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 30fa7a7286a2d4b5f8abedc2ce43602fb229b25c (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.cpp | 5 |
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 |