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authorErwin Coumans <blender@erwincoumans.com>2006-06-19 02:10:00 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-06-19 02:10:00 +0400
commitec8448b88d9285624d61ce9196c7ad3643dc921e (patch)
treea8b88feac6e25d1c8aa0e45fb1a018e3b2b30e6c /source/gameengine/Ketsji/KX_IPhysicsController.h
parentdcbcc125824c6debc082b7ba36082602bc63f9d3 (diff)
bugfix/workaround for problem with hard-coded collision margins being too large.
Diffstat (limited to 'source/gameengine/Ketsji/KX_IPhysicsController.h')
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h
index ca64888fd55..9a64be7f99c 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.h
@@ -60,6 +60,7 @@ public:
virtual void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)=0;
virtual void SetObject (SG_IObject* object)=0;
+ virtual void SetMargin (float collisionMargin)=0;
virtual void RelativeTranslate(const MT_Vector3& dloc,bool local)=0;
virtual void RelativeRotate(const MT_Matrix3x3& drot,bool local)=0;