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remove deprecated backwards compatibility render integration from Matter.Engine

This commit is contained in:
liabru 2021-03-21 19:50:19 +00:00
parent 6805f85589
commit 1aa8ed0972

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@ -15,7 +15,6 @@ module.exports = Engine;
var World = require('../body/World');
var Sleeping = require('./Sleeping');
var Resolver = require('../collision/Resolver');
var Render = require('../render/Render');
var Pairs = require('../collision/Pairs');
var Grid = require('../collision/Grid');
var Events = require('./Events');
@ -34,16 +33,9 @@ var Body = require('../body/Body');
* @param {object} [options]
* @return {engine} engine
*/
Engine.create = function(element, options) {
// options may be passed as the first (and only) argument
options = Common.isElement(element) ? options : element;
element = Common.isElement(element) ? element : null;
Engine.create = function(options) {
options = options || {};
if (element || options.render) {
Common.warn('Engine.create: engine.render is deprecated (see docs)');
}
var defaults = {
positionIterations: 6,
velocityIterations: 4,
@ -63,26 +55,6 @@ var Body = require('../body/Body');
var engine = Common.extend(defaults, options);
// back compatibility
if (element || engine.render) {
var renderDefaults = {
element: element,
controller: Render
};
engine.render = Common.extend(renderDefaults, engine.render);
}
// back compatibility
if (engine.render && engine.render.controller) {
engine.render = engine.render.controller.create(engine.render);
}
// back compatibility
if (engine.render) {
engine.render.engine = engine;
}
engine.world = options.world || World.create(engine.world);
engine.pairs = Pairs.create();
engine.broadphase = engine.broadphase.controller.create(engine.broadphase);
@ -148,13 +120,13 @@ var Body = require('../body/Body');
// broadphase pass: find potential collision pairs
if (broadphase.controller) {
// if world is dirty, we must flush the whole grid
if (world.isModified)
// if world is dirty, we must flush the whole grid
if (world.isModified)
broadphase.controller.clear(broadphase);
// update the grid buckets based on current bodies
// update the grid buckets based on current bodies
broadphase.controller.update(broadphase, allBodies, engine, world.isModified);
broadphasePairs = broadphase.pairsList;
broadphasePairs = broadphase.pairsList;
} else {
// if no broadphase set, we just pass all bodies
broadphasePairs = allBodies;
@ -248,7 +220,7 @@ var Body = require('../body/Body');
*/
Engine.clear = function(engine) {
var world = engine.world;
Pairs.clear(engine.pairs);
var broadphase = engine.broadphase;