integration test fixes
parent
7e8e3155bd
commit
b071ae9d07
File diff suppressed because one or more lines are too long
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@ -2473,20 +2473,22 @@ GameLib.D3.RigidBody = function(
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*
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*
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* @returns {*}
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* @returns {*}
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*/
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*/
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GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
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GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function(
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engine
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) {
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var rigidBody = null;
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var rigidBody = null;
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// Create the bodyObject
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// Create the bodyObject
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if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
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if(engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
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rigidBody = new this.physics.CANNON.Body(
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rigidBody = new engine.instance.Body(
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{
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{
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mass: mass,
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mass: mass,
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friction: friction,
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friction: friction,
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position: new this.physics.CANNON.Vec3(position.x, position.y, position.z),
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position: new engine.instance.Vec3(position.x, position.y, position.z),
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velocity: new this.physics.CANNON.Vec3(velocity.x, velocity.y, velocity.z),
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velocity: new engine.instance.Vec3(velocity.x, velocity.y, velocity.z),
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quaternion: new this.physics.CANNON.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
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quaternion: new engine.instance.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
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angularVelocity: new this.physics.CANNON.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
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angularVelocity: new engine.instance.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
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linearDamping: linearDamping,
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linearDamping: linearDamping,
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angularDamping: angularDamping,
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angularDamping: angularDamping,
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allowSleep: allowSleep,
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allowSleep: allowSleep,
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@ -2539,6 +2541,10 @@ GameLib.D3.Scene = function(
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if (this.name.trim() == "") {
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if (this.name.trim() == "") {
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this.name = 'unnamed';
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this.name = 'unnamed';
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}
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}
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if (typeof meshes == 'undefined') {
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meshes = [];
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}
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this.meshes = meshes;
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this.meshes = meshes;
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if (typeof quaternion == 'undefined') {
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if (typeof quaternion == 'undefined') {
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@ -59,20 +59,22 @@ GameLib.D3.RigidBody = function(
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*
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*
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* @returns {*}
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* @returns {*}
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*/
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*/
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GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
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GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function(
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engine
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) {
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var rigidBody = null;
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var rigidBody = null;
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// Create the bodyObject
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// Create the bodyObject
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if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
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if(engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
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rigidBody = new this.physics.CANNON.Body(
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rigidBody = new engine.instance.Body(
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{
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{
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mass: mass,
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mass: mass,
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friction: friction,
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friction: friction,
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position: new this.physics.CANNON.Vec3(position.x, position.y, position.z),
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position: new engine.instance.Vec3(position.x, position.y, position.z),
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velocity: new this.physics.CANNON.Vec3(velocity.x, velocity.y, velocity.z),
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velocity: new engine.instance.Vec3(velocity.x, velocity.y, velocity.z),
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quaternion: new this.physics.CANNON.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
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quaternion: new engine.instance.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
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angularVelocity: new this.physics.CANNON.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
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angularVelocity: new engine.instance.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
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linearDamping: linearDamping,
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linearDamping: linearDamping,
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angularDamping: angularDamping,
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angularDamping: angularDamping,
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allowSleep: allowSleep,
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allowSleep: allowSleep,
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@ -32,6 +32,10 @@ GameLib.D3.Scene = function(
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if (this.name.trim() == "") {
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if (this.name.trim() == "") {
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this.name = 'unnamed';
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this.name = 'unnamed';
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}
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}
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if (typeof meshes == 'undefined') {
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meshes = [];
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}
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this.meshes = meshes;
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this.meshes = meshes;
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if (typeof quaternion == 'undefined') {
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if (typeof quaternion == 'undefined') {
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