diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-27 20:44:02 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-27 20:44:02 +0400 |
commit | 352eaccd5d991ad8966d686ae0954c7a0b03345c (patch) | |
tree | 40151c894e6b681ee158b8da72361b76bfa6447e /source/gameengine/Ketsji/KX_GameObject.cpp | |
parent | c56ee09c48b4d29dabe1c7daa2133777c27944f6 (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.cpp | 8 |
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 |