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authorBenoit Bolsee <benoit.bolsee@online.be>2008-05-01 20:00:59 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-05-01 20:00:59 +0400
commit31adad5b4d8dd7728a1a4d21ede7b34e6ff01a89 (patch)
tree66228fbc8a04bccf11e11a852ece8cce8054c9af /source/gameengine/Physics/Bullet/CcdPhysicsController.h
parent09e102fd01ae45ca7cd47cda8f788f0b5b1ce588 (diff)
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 54b4bcc40ee..37fa465351f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -60,6 +60,7 @@ struct CcdConstructionInfo
m_linearDamping(0.1f),
m_angularDamping(0.1f),
m_collisionFlags(0),
+ m_bRigid(false),
m_collisionFilterGroup(DefaultFilter),
m_collisionFilterMask(AllFilter),
m_collisionShape(0),
@@ -78,6 +79,7 @@ struct CcdConstructionInfo
btScalar m_linearDamping;
btScalar m_angularDamping;
int m_collisionFlags;
+ bool m_bRigid;
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.