* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
-#if 0
static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
Scene *sce;
return (Scene*) maggie->scene.first;
}
-#endif
+
void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class KX_Scene* destinationscene,
class RAS_ICanvas* canvas)
{
//find out which physics engine
- // Scene *blenderscene = GetSceneForName2(m_maggie, scenename); /*unused*/
+ Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
e_PhysicsEngine physics_engine = UseSumo;
- /* FIXME: Force physics engine = sumo.
- This isn't really a problem - no other physics engines are available.
if (blenderscene)
{
- int i=0;
if (blenderscene->world)
{
}
}
- */
+
switch (physics_engine)
{
break;
#endif
#ifdef USE_ODE
+
case UseODE:
destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
break;