BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
[blender-staging.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
index daa67b147c35b78b4854391b7a7a92637f012042..9b9d5c95de9a9b51cb351a121620517027a4eddf 100644 (file)
@@ -1318,6 +1318,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
        // ACTOR is now a separate feature
        objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
        objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
+       objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
        objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
        objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
        objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag