BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
[blender-staging.git] / source / gameengine / Physics / Bullet / CcdPhysicsController.h
index af146413c918a8a98f6f6c7958261f745aec1c12..c45f459074946aa90f88533dab52048b52c99223 100644 (file)
@@ -149,6 +149,7 @@ struct CcdConstructionInfo
                m_margin(0.06f),
                m_collisionFlags(0),
                m_bRigid(false),
+               m_bSoft(false),
                m_collisionFilterGroup(DefaultFilter),
                m_collisionFilterMask(AllFilter),
                m_collisionShape(0),
@@ -170,6 +171,7 @@ struct CcdConstructionInfo
        btScalar        m_margin;
        int                     m_collisionFlags;
        bool            m_bRigid;
+       bool            m_bSoft;
 
        ///optional use of collision group/mask:
        ///only collision with object goups that match the collision mask.