BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
[blender-staging.git] / source / gameengine / Ketsji / KX_ConvertPhysicsObject.h
index 248d2f49b0b5ff8a01eaa2db03b115cadc929a75..2b6c2535878f9004034bafdcc2f5bd24f22447a9 100644 (file)
@@ -75,6 +75,7 @@ struct KX_CBounds
 struct KX_ObjectProperties
 {
        bool    m_dyna;
+       bool    m_softbody;
        double m_radius;
        bool    m_angular_rigidbody;
        bool    m_in_active_layer;