I'll break this commit into two sections in the moto files
[blender-staging.git] / source / gameengine / Converter / KX_BlenderSceneConverter.cpp
index 6b3cbbea2e5d1e7b752fa420977ac7b609c4c1ab..283710a5d5b434db7542849583aa56ada31ebcad 100644 (file)
@@ -152,7 +152,6 @@ bool KX_BlenderSceneConverter::TryAndLoadNewFile()
         * 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;
 
@@ -162,7 +161,7 @@ static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& sce
 
        return (Scene*) maggie->scene.first;
 }
-#endif
+
 
 void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                                                                                        class KX_Scene* destinationscene,
@@ -172,15 +171,12 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                                                                                        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)
                {
@@ -210,7 +206,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                  
                }
        }
-       */
+
        switch (physics_engine)
        {
        
@@ -220,6 +216,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
                        break;
 #endif
 #ifdef USE_ODE
+
                case UseODE:
                        destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
                        break;