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