BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
[blender-staging.git] / source / gameengine / Physics / Bullet / CcdPhysicsEnvironment.h
index 3569cf25b68124e145fdaf13e44032b628c61639..9b6a76d49eec16bcf51ba8c54f62b12e4bfb0522 100644 (file)
@@ -119,6 +119,8 @@ protected:
                virtual void            setDebugMode(int debugMode);
 
                virtual void            setGravity(float x,float y,float z);
+               virtual void            getGravity(PHY__Vector3& grav);
+
 
                virtual int                     createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
                        float pivotX,float pivotY,float pivotZ,
@@ -195,8 +197,7 @@ protected:
 
                btBroadphaseInterface*  getBroadphase();
 
-               
-               
+               btDispatcher*   getDispatcher();
                
 
                bool    IsSatCollisionDetectionEnabled() const