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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_GameObject.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_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 297d3048a3a..53c2d6c7937 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -462,11 +462,11 @@ void KX_GameObject::RemoveMeshes()
void KX_GameObject::UpdateTransform()
{
- if (m_pPhysicsController1)
- // only update the transform of static object, dynamic object are handled differently
- // note that for bullet, this does not even update the transform of static object
+ // HACK: saves function call for dynamic object, they are handled differently
+ if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
+ // Note that for Bullet, this does not even update the transform of static object
// but merely sets there collision flag to "kinematic" because the synchronization is
- // done differently during physics simulation
+ // done during physics simulation
m_pPhysicsController1->SetSumoTransform(true);
if (m_pGraphicController)
// update the culling tree