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author | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 01:04:41 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 01:04:41 +0400 |
commit | 6732718ef1b7f212e2368cf237c08d72f13d06ab (patch) | |
tree | 69963a9ebe5f54795774f366a4cd99ca4519ac13 /source/gameengine/Rasterizer/RAS_Deformer.h | |
parent | 9a7c53782b63ea084782f9843150f74bcaa2cca3 (diff) |
don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_Deformer.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_Deformer.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_Deformer.h b/source/gameengine/Rasterizer/RAS_Deformer.h index 4e8484ab880..6665e1926cf 100644 --- a/source/gameengine/Rasterizer/RAS_Deformer.h +++ b/source/gameengine/Rasterizer/RAS_Deformer.h @@ -45,6 +45,10 @@ public: virtual bool Apply(class RAS_IPolyMaterial *polymat)=0; virtual bool Update(void)=0; virtual RAS_Deformer *GetReplica()=0; + virtual bool SkipVertexTransform() + { + return false; + } protected: class RAS_MeshObject *m_pMesh; }; |