diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-28 01:52:20 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-28 01:52:20 +0400 |
commit | c723b91446a04a953ed4ec761310c2f5c675268f (patch) | |
tree | 84c7358fc73ccac9e5d801641bed5ef152271c22 /source/gameengine | |
parent | 5f7359a4ad712e91a012fe7331f2df33b7031375 (diff) |
BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.
MSVC project files updated.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 5b72a10cd0d..784a103f3e3 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1324,19 +1324,19 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; ///for game soft bodies - if (blenderobject->soft) + if (blenderobject->bsoft) { - objprop.m_linearStiffness = blenderobject->soft->inspring; - objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; - objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; - objprop.m_gamesoftFlag = blenderobject->softflag;//blenderobject->gamesoftFlag; + objprop.m_linearStiffness = blenderobject->bsoft->linStiff; + objprop.m_angularStiffness = blenderobject->bsoft->angStiff; + objprop.m_volumePreservation = blenderobject->bsoft->volume; + objprop.m_gamesoftFlag = blenderobject->bsoft->flag; } else { - objprop.m_linearStiffness = 0.5;//blenderobject->linearStiffness; - objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; - objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; - objprop.m_gamesoftFlag = 1;//blenderobject->gamesoftFlag; + objprop.m_linearStiffness = 0.5;//blenderobject->bsoft->linStiff; + objprop.m_angularStiffness = 1.f;//blenderobject->bsoft->angStiff; + objprop.m_volumePreservation = 1.f;//blenderobject->bsoft->volume; + objprop.m_gamesoftFlag = 1;//blenderobject->bsoft->flag; } objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; |