BGE: removing remaining reference to sce->world->gravity/physics/... (it's all in sce->gm now) + Dome UI changes
UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode) if anyone wants to tweak that, feel free to do it. * I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)
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@@ -260,38 +260,34 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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if (blenderscene)
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{
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if (blenderscene->world)
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switch (blenderscene->gm.physicsEngine)
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{
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switch (blenderscene->world->physicsEngine)
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case WOPHY_BULLET:
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{
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case WOPHY_BULLET:
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{
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physics_engine = UseBullet;
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useDbvtCulling = (blenderscene->world->mode & WO_DBVT_CULLING) != 0;
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break;
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}
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case WOPHY_ODE:
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{
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physics_engine = UseODE;
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break;
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}
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case WOPHY_DYNAMO:
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{
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physics_engine = UseDynamo;
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break;
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}
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case WOPHY_SUMO:
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{
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physics_engine = UseSumo;
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break;
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}
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case WOPHY_NONE:
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{
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physics_engine = UseNone;
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}
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physics_engine = UseBullet;
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useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
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break;
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}
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case WOPHY_ODE:
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{
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physics_engine = UseODE;
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break;
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}
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case WOPHY_DYNAMO:
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{
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physics_engine = UseDynamo;
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break;
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}
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case WOPHY_SUMO:
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{
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physics_engine = UseSumo;
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break;
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}
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case WOPHY_NONE:
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{
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physics_engine = UseNone;
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}
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}
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}
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