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authorErwin Coumans <blender@erwincoumans.com>2008-09-26 10:25:35 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-26 10:25:35 +0400
commit9d3c77ec6277b28993f76804cd975b3684a304e9 (patch)
tree319f17a31f758acf43df472fde7c35a4a715345b /source/gameengine/Ketsji
parenta1bef84ea859cf85487d4cac8664402dd86f4465 (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')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp3
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);