remove old broken physics code

beta.r3js.org
Theunis J. Botha 2016-11-01 14:34:17 +01:00
parent 0ff071bb6b
commit 8c9f585dfb
3 changed files with 9 additions and 167 deletions

File diff suppressed because one or more lines are too long

View File

@ -3048,88 +3048,9 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var physics3ds = [];
if (scene.physics && scene.physics.length > 0) {
for (var p = 0; p < scene.physics.length; p++) {
var physics = scene.physics[p];
var engine = null;
if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
engine = new GameLib.D3.Engine(
GameLib.D3.Engine.ENGINE_TYPE_CANNON,
CANNON
);
}
var physics3d = new GameLib.D3.Physics(
physics.id,
physics.name,
engine,
null
);
var worlds3d = [];
for (var w = 0; w < physics.worlds.length; w++) {
var world = physics.worlds[w];
var broadphase = world.broadphase;
var broadphase3d = new GameLib.D3.Physics.Broadphase(
broadphase.id,
broadphase.name,
broadphase.broadphaseType
);
var solver = world.solver;
var solver3d = new GameLib.D3.Physics.Solver(
solver.id,
solver.name,
solver.solverType,
solver.iterations,
solver.tolerance
);
var bodies = world.rigidBodies;
var bodies3d = [];
for (var b = 0; b < bodies.length; b++) {
var body = bodies[b];
//TODO: add all body properties here
var body3d = new GameLib.D3.Physics.RigidBody(
body.id,
body.name
);
bodies3d.push(body3d);
}
var world3d = new GameLib.D3.Physics.World(
null,
world.name,
physics3d,
new GameLib.D3.Vector3(
world.gravity.x,
world.gravity.y,
world.gravity.z
),
broadphase3d,
solver3d,
bodies3d
);
worlds3d.push(world3d);
}
physics3ds.push(physics3d);
}
if (scene.worlds && scene.worlds.length > 0) {
console.warn('Implement physics worlds code here');
//TODO: physics world code here
}
var lights3d = [];

View File

@ -128,88 +128,9 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var physics3ds = [];
if (scene.physics && scene.physics.length > 0) {
for (var p = 0; p < scene.physics.length; p++) {
var physics = scene.physics[p];
var engine = null;
if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
engine = new GameLib.D3.Engine(
GameLib.D3.Engine.ENGINE_TYPE_CANNON,
CANNON
);
}
var physics3d = new GameLib.D3.Physics(
physics.id,
physics.name,
engine,
null
);
var worlds3d = [];
for (var w = 0; w < physics.worlds.length; w++) {
var world = physics.worlds[w];
var broadphase = world.broadphase;
var broadphase3d = new GameLib.D3.Physics.Broadphase(
broadphase.id,
broadphase.name,
broadphase.broadphaseType
);
var solver = world.solver;
var solver3d = new GameLib.D3.Physics.Solver(
solver.id,
solver.name,
solver.solverType,
solver.iterations,
solver.tolerance
);
var bodies = world.rigidBodies;
var bodies3d = [];
for (var b = 0; b < bodies.length; b++) {
var body = bodies[b];
//TODO: add all body properties here
var body3d = new GameLib.D3.Physics.RigidBody(
body.id,
body.name
);
bodies3d.push(body3d);
}
var world3d = new GameLib.D3.Physics.World(
null,
world.name,
physics3d,
new GameLib.D3.Vector3(
world.gravity.x,
world.gravity.y,
world.gravity.z
),
broadphase3d,
solver3d,
bodies3d
);
worlds3d.push(world3d);
}
physics3ds.push(physics3d);
}
if (scene.worlds && scene.worlds.length > 0) {
console.warn('Implement physics worlds code here');
//TODO: physics world code here
}
var lights3d = [];