BGE: ray casting works on soft body, the hit polygon is also returned. The modificati...
[blender.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
index d837b2c4466d5b8143d37d0968c98aab3d2539b9..31616fdec15766d5944e7a9237cad54004b8b65e 100644 (file)
@@ -1458,7 +1458,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
                        objprop.m_soft_kAHR= blenderobject->bsoft->kAHR;                        /* Anchors hardness [0,1] */
                        objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags;    /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
                        objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations;        /* number of iterations to refine collision clusters*/
-                       objprop.m_soft_welding = blenderobject->bsoft->welding;         /* welding */
+                       //objprop.m_soft_welding = blenderobject->bsoft->welding;               /* welding */
+                       /* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
+                       objprop.m_soft_welding = 0.f;           
                        objprop.m_margin = blenderobject->bsoft->margin;
                        objprop.m_contactProcessingThreshold = 0.f;
                } else