* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
#endif
-
#include "KX_Scene.h"
#include "KX_GameObject.h"
+#include "KX_BlenderSceneConverter.h"
#include "KX_IpoConvert.h"
#include "RAS_MeshObject.h"
#include "KX_PhysicsEngineEnums.h"
itm++;
}
+#ifdef USE_SUMO_SOLID
KX_ClearSumoSharedShapes();
+#endif
}
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;