I'll break this commit into two sections in the moto files
[blender-staging.git] / source / gameengine / Converter / KX_BlenderSceneConverter.cpp
index ff22e003d75dfcaf01ea18c2f2b8301a0ddc6155..283710a5d5b434db7542849583aa56ada31ebcad 100644 (file)
  * ***** 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"
@@ -117,6 +113,10 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
                delete (*itm);
                itm++;
        }
+       
+#ifdef USE_SUMO_SOLID
+       KX_ClearSumoSharedShapes();
+#endif
 }
 
 
@@ -175,11 +175,8 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& 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)
                {
@@ -209,7 +206,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                  
                }
        }
-       */
+
        switch (physics_engine)
        {
        
@@ -219,6 +216,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                        break;
 #endif
 #ifdef USE_ODE
+
                case UseODE:
                        destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
                        break;