Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft...
authorErwin Coumans <blender@erwincoumans.com>
Mon, 27 Apr 2009 04:21:05 +0000 (04:21 +0000)
committerErwin Coumans <blender@erwincoumans.com>
Mon, 27 Apr 2009 04:21:05 +0000 (04:21 +0000)
source/gameengine/Converter/KX_ConvertActuators.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_Scene.cpp
source/gameengine/Ketsji/KX_Scene.h

index eb2d0a1..73d35a7 100644 (file)
@@ -38,7 +38,7 @@
 
 #include "KX_BlenderSceneConverter.h"
 #include "KX_ConvertActuators.h"
-
+#include "SND_Scene.h"
 // Actuators
 //SCA logiclibrary native logicbricks
 #include "SCA_PropertyActuator.h"
index 700c5f3..be3b758 100644 (file)
@@ -905,7 +905,7 @@ void        KX_ConvertBulletObject( class   KX_GameObject* gameobj,
 
                                // Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
                                if (objprop->m_softbody)
-                                       shapeInfo->setVertexWeldingThreshold1(0.01f); //todo: expose this to the UI
+                                       shapeInfo->setVertexWeldingThreshold1(0.0001f); //todo: expose this to the UI
 
                                bm = shapeInfo->CreateBulletShape();
                                //no moving concave meshes, so don't bother calculating inertia
index 0c26a6a..9e67e39 100644 (file)
@@ -34,7 +34,7 @@
 
 #include "KX_Scene.h"
 #include "MT_assert.h"
-
+#include "SND_Scene.h"
 #include "KX_KetsjiEngine.h"
 #include "KX_BlenderMaterial.h"
 #include "RAS_IPolygonMaterial.h"
index 83a4692..dbba772 100644 (file)
@@ -43,7 +43,7 @@
 #include "SG_IObject.h"
 #include "SCA_IScene.h"
 #include "MT_Transform.h"
-#include "SND_Scene.h"
+
 #include "RAS_FramingManager.h"
 #include "RAS_Rect.h"