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authorErwin Coumans <blender@erwincoumans.com>2009-03-29 23:54:05 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-03-29 23:54:05 +0400
commitb182778e7155abe09bd2101b851fb1178c9babb8 (patch)
tree79c20d43506d05d8a46d1290d00d589e3fe9f669 /source/gameengine/Physics/Bullet/CcdPhysicsController.h
parent30fa7a7286a2d4b5f8abedc2ce43602fb229b25c (diff)
Applied patch #18446, to do versions on damping
Re-enable vertex welding, only for soft bodies. They require it. Future versions could expose such vertexWeldingThreshold.
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 67dd82db5cc..510454a7b63 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -72,7 +72,7 @@ public:
m_meshObject(NULL),
m_unscaledShape(NULL),
m_useGimpact(false),
- m_weldingThreshold(0.f),
+ m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
{
m_childTrans.setIdentity();
@@ -171,13 +171,13 @@ public:
std::vector<int> m_triFaceArray; // Contains an array of triplets of face indicies
// quads turn into 2 tris
- void setVertexWeldingThreshold(float threshold)
+ void setVertexWeldingThreshold1(float threshold)
{
- m_weldingThreshold = threshold;
+ m_weldingThreshold1 = threshold;
}
- float getVertexWeldingThreshold() const
+ float getVertexWeldingThreshold1() const
{
- return m_weldingThreshold;
+ return m_weldingThreshold1;
}
protected:
static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
@@ -188,7 +188,7 @@ protected:
// the actual shape is of type btScaledBvhTriangleMeshShape
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
bool m_useGimpact; //use gimpact for concave dynamic/moving collision detection
- float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc. // Not used at the moment, maybe remove?
+ float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc.
CcdShapeConstructionInfo* m_shapeProxy; // only used for PHY_SHAPE_PROXY, pointer to actual shape info
};