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authorErwin Coumans <blender@erwincoumans.com>2008-09-29 08:14:47 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-29 08:14:47 +0400
commit425264d7ccd30fb72db6a9d2d9c326aa3571f8fe (patch)
tree6ac23151ca7d316e2b09f33bdfe64ff32efa70ad /source/gameengine
parent32b733dafb18f5843ee4796aa65ec00423d00914 (diff)
Update the Bullet/game buttons_bullet, to better reflect usage.
1) Anisotropic friction works for static and dynamic objects 2) For soft bodies, assume triangle mesh if no bounds a chosen 3) Form factor == inertia scaling factor, it was actually hooked up in Bullet 4) Only show 'radius' if sphere is chosen, or no bounds+dynamics (== sphere bounds)
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 09b0f063e2a..97ed6f4002a 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1414,6 +1414,12 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_dynamic_parent=NULL;
objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
+
+ if ((blenderobject->gameflag & OB_SOFT_BODY) && !(blenderobject->gameflag & OB_BOUNDS))
+ {
+ objprop.m_boundclass = KX_BOUNDMESH;
+ }
+
KX_BoxBounds bb;
my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
if (blenderobject->gameflag & OB_BOUNDS)