BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking...
authorErwin Coumans <blender@erwincoumans.com>
Sun, 21 Sep 2008 15:17:50 +0000 (15:17 +0000)
committerErwin Coumans <blender@erwincoumans.com>
Sun, 21 Sep 2008 15:17:50 +0000 (15:17 +0000)
commit1c29d02305685a942742846c757775800202a52a
tree516370cd730151a5a6246a713f1622e40b0b287d
parent92829e821f345596edec123e06187186e2471027
BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
13 files changed:
extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp
extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h
extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
extern/bullet2/src/BulletSoftBody/btSoftBody.cpp
extern/bullet2/src/BulletSoftBody/btSoftBody.h
extern/bullet2/src/BulletSoftBody/btSoftBodyInternals.h
source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
source/gameengine/Physics/Bullet/CcdPhysicsController.h
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h