gel.world: Comment out unused 'to_Sprite' constructor.

This commit is contained in:
Rod Kay
2025-11-12 10:52:03 +11:00
parent 50821bb787
commit a4f1406b4c

View File

@@ -85,42 +85,42 @@ is
function to_Sprite (the_Pair : in remote.World.sprite_model_Pair; -- function to_Sprite (the_Pair : in remote.World.sprite_model_Pair;
the_graphics_Models : in id_Maps_of_graphics_model .Map; -- the_graphics_Models : in id_Maps_of_graphics_model .Map;
the_physics_Models : in Id_Maps_of_physics_Model.Map; -- the_physics_Models : in Id_Maps_of_physics_Model.Map;
the_World : in gel.World.view) return gel.Sprite.view -- the_World : in gel.World.view) return gel.Sprite.view
is -- is
the_graphics_Model : access openGL .Model.item'Class; -- the_graphics_Model : access openGL .Model.item'Class;
the_physics_Model : access physics.Model.item'Class; -- the_physics_Model : access physics.Model.item'Class;
the_Sprite : gel.Sprite.view; -- the_Sprite : gel.Sprite.view;
--
use openGL; -- use openGL;
begin -- begin
log ("gel.world.to_Sprite"); -- log ("gel.world.to_Sprite");
--
the_graphics_Model := openGL .Model.view (the_graphics_Models.Element (the_Pair.graphics_Model_Id)); -- the_graphics_Model := openGL .Model.view (the_graphics_Models.Element (the_Pair.graphics_Model_Id));
the_physics_Model := physics.Model.view ( the_physics_Models.Element (the_Pair. physics_Model_Id)); -- the_physics_Model := physics.Model.view ( the_physics_Models.Element (the_Pair. physics_Model_Id));
--
the_Sprite := gel.Sprite.forge.new_Sprite ("Sprite" & the_Pair.sprite_Id'Image, -- the_Sprite := gel.Sprite.forge.new_Sprite ("Sprite" & the_Pair.sprite_Id'Image,
sprite.World_view (the_World), -- sprite.World_view (the_World),
get_Translation (the_Pair.Transform), -- get_Translation (the_Pair.Transform),
get_Rotation (the_Pair.Transform), -- get_Rotation (the_Pair.Transform),
the_graphics_Model, -- the_graphics_Model,
the_physics_Model, -- the_physics_Model,
owns_Graphics => False, -- owns_Graphics => False,
owns_Physics => False, -- owns_Physics => False,
is_Kinematic => the_Pair.Mass /= 0.0); -- is_Kinematic => the_Pair.Mass /= 0.0);
--
the_Sprite.Id_is (Now => the_Pair.sprite_Id); -- the_Sprite.Id_is (Now => the_Pair.sprite_Id);
the_Sprite.is_Visible (Now => the_Pair.is_Visible); -- the_Sprite.is_Visible (Now => the_Pair.is_Visible);
--
the_Sprite.Site_is (get_Translation (the_Pair.Transform)); -- the_Sprite.Site_is (get_Translation (the_Pair.Transform));
the_Sprite.Spin_is (get_Rotation (the_Pair.Transform)); -- the_Sprite.Spin_is (get_Rotation (the_Pair.Transform));
--
the_Sprite.desired_Dynamics_are (Site => the_Sprite.Site, -- the_Sprite.desired_Dynamics_are (Site => the_Sprite.Site,
Spin => to_Quaternion (get_Rotation (the_Sprite.Transform))); -- Spin => to_Quaternion (get_Rotation (the_Sprite.Transform)));
return the_Sprite; -- return the_Sprite;
end to_Sprite; -- end to_Sprite;