BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
[blender-staging.git] / extern / bullet2 / src / BulletSoftBody / btSoftBody.cpp
index 91b9d6f1bbd40ac756d3f9f5a7ca80e5578fa7a5..e42a613343be8bbfb7c96fc4f3a9a1a51b63a7f1 100644 (file)
@@ -69,7 +69,7 @@ btSoftBody::btSoftBody(btSoftBodyWorldInfo*   worldInfo,int node_count,  const btV
        pm->m_flags     =       fMaterial::Default;
        /* Collision shape      */ 
        ///for now, create a collision shape internally
-       setCollisionShape(new btSoftBodyCollisionShape(this));  
+       m_collisionShape = new btSoftBodyCollisionShape(this);
        m_collisionShape->setMargin(0.25);
        /* Nodes                        */ 
        const btScalar          margin=getCollisionShape()->getMargin();