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remove deprecated backwards compatibility render integration from Matter.Engine
1 parent 6805f85 commit 1aa8ed0

1 file changed

Lines changed: 7 additions & 35 deletions

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src/core/Engine.js

Lines changed: 7 additions & 35 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,6 @@ module.exports = Engine;
1515
var World = require('../body/World');
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var Sleeping = require('./Sleeping');
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var Resolver = require('../collision/Resolver');
18-
var Render = require('../render/Render');
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var Pairs = require('../collision/Pairs');
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var Grid = require('../collision/Grid');
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var Events = require('./Events');
@@ -34,16 +33,9 @@ var Body = require('../body/Body');
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* @param {object} [options]
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* @return {engine} engine
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*/
37-
Engine.create = function(element, options) {
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// options may be passed as the first (and only) argument
39-
options = Common.isElement(element) ? options : element;
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element = Common.isElement(element) ? element : null;
36+
Engine.create = function(options) {
4137
options = options || {};
42-
43-
if (element || options.render) {
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Common.warn('Engine.create: engine.render is deprecated (see docs)');
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}
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38+
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var defaults = {
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positionIterations: 6,
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velocityIterations: 4,
@@ -63,26 +55,6 @@ var Body = require('../body/Body');
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var engine = Common.extend(defaults, options);
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66-
// back compatibility
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if (element || engine.render) {
68-
var renderDefaults = {
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element: element,
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controller: Render
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};
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engine.render = Common.extend(renderDefaults, engine.render);
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}
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// back compatibility
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if (engine.render && engine.render.controller) {
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engine.render = engine.render.controller.create(engine.render);
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}
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81-
// back compatibility
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if (engine.render) {
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engine.render.engine = engine;
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}
85-
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engine.world = options.world || World.create(engine.world);
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engine.pairs = Pairs.create();
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engine.broadphase = engine.broadphase.controller.create(engine.broadphase);
@@ -148,13 +120,13 @@ var Body = require('../body/Body');
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149121
// broadphase pass: find potential collision pairs
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if (broadphase.controller) {
151-
// if world is dirty, we must flush the whole grid
152-
if (world.isModified)
123+
// if world is dirty, we must flush the whole grid
124+
if (world.isModified)
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broadphase.controller.clear(broadphase);
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155-
// update the grid buckets based on current bodies
127+
// update the grid buckets based on current bodies
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broadphase.controller.update(broadphase, allBodies, engine, world.isModified);
157-
broadphasePairs = broadphase.pairsList;
129+
broadphasePairs = broadphase.pairsList;
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} else {
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// if no broadphase set, we just pass all bodies
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broadphasePairs = allBodies;
@@ -248,7 +220,7 @@ var Body = require('../body/Body');
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*/
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Engine.clear = function(engine) {
250222
var world = engine.world;
251-
223+
252224
Pairs.clear(engine.pairs);
253225

254226
var broadphase = engine.broadphase;

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