integration test fixes

beta.r3js.org
Theunis J. Botha 2016-10-27 18:47:02 +02:00
parent 7e8e3155bd
commit b071ae9d07
4 changed files with 27 additions and 15 deletions

File diff suppressed because one or more lines are too long

View File

@ -2473,20 +2473,22 @@ GameLib.D3.RigidBody = function(
*
* @returns {*}
*/
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function(
engine
) {
var rigidBody = null;
// Create the bodyObject
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
rigidBody = new this.physics.CANNON.Body(
if(engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
rigidBody = new engine.instance.Body(
{
mass: mass,
friction: friction,
position: new this.physics.CANNON.Vec3(position.x, position.y, position.z),
velocity: new this.physics.CANNON.Vec3(velocity.x, velocity.y, velocity.z),
quaternion: new this.physics.CANNON.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
angularVelocity: new this.physics.CANNON.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
position: new engine.instance.Vec3(position.x, position.y, position.z),
velocity: new engine.instance.Vec3(velocity.x, velocity.y, velocity.z),
quaternion: new engine.instance.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
angularVelocity: new engine.instance.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
linearDamping: linearDamping,
angularDamping: angularDamping,
allowSleep: allowSleep,
@ -2539,6 +2541,10 @@ GameLib.D3.Scene = function(
if (this.name.trim() == "") {
this.name = 'unnamed';
}
if (typeof meshes == 'undefined') {
meshes = [];
}
this.meshes = meshes;
if (typeof quaternion == 'undefined') {

View File

@ -59,20 +59,22 @@ GameLib.D3.RigidBody = function(
*
* @returns {*}
*/
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function(
engine
) {
var rigidBody = null;
// Create the bodyObject
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
rigidBody = new this.physics.CANNON.Body(
if(engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
rigidBody = new engine.instance.Body(
{
mass: mass,
friction: friction,
position: new this.physics.CANNON.Vec3(position.x, position.y, position.z),
velocity: new this.physics.CANNON.Vec3(velocity.x, velocity.y, velocity.z),
quaternion: new this.physics.CANNON.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
angularVelocity: new this.physics.CANNON.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
position: new engine.instance.Vec3(position.x, position.y, position.z),
velocity: new engine.instance.Vec3(velocity.x, velocity.y, velocity.z),
quaternion: new engine.instance.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
angularVelocity: new engine.instance.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
linearDamping: linearDamping,
angularDamping: angularDamping,
allowSleep: allowSleep,

View File

@ -32,6 +32,10 @@ GameLib.D3.Scene = function(
if (this.name.trim() == "") {
this.name = 'unnamed';
}
if (typeof meshes == 'undefined') {
meshes = [];
}
this.meshes = meshes;
if (typeof quaternion == 'undefined') {