From bd93436a78d59f49723eb10b745a2c372ab54612 Mon Sep 17 00:00:00 2001 From: goynov Date: Sat, 21 Mar 2026 18:00:28 +0200 Subject: [PATCH] fixed deprecation issues --- src/lib/GameEngine.js | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/src/lib/GameEngine.js b/src/lib/GameEngine.js index 79758f3..b25183c 100644 --- a/src/lib/GameEngine.js +++ b/src/lib/GameEngine.js @@ -122,9 +122,9 @@ class GameEngine extends EventManager{ scene.background = new THREE.Color(1, 1, 1); const mixer = new THREE.AnimationMixer(this.scene); - const clock = new THREE.Clock(); + const timer = new THREE.Timer(); - this.clock = clock; + this.timer = timer; this.mixers = [mixer]; await this.initPhysics(); @@ -162,7 +162,7 @@ class GameEngine extends EventManager{ renderer.toneMapping = THREE.CineonToneMapping; renderer.toneMappingExposure = 1.0; renderer.shadowMap.enabled = true; - renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap + renderer.shadowMap.type = THREE.PCFShadowMap; // default THREE.PCFShadowMap // renderer.toneMapping = THREE.ACESFilmicToneMapping; // renderer.toneMappingExposure = 1; // renderer.shadowMap.enabled = true; @@ -224,19 +224,20 @@ class GameEngine extends EventManager{ await this.initScene(); - function animate(time) { - let delta = gameEngine.clock.getDelta(); - gameEngine.physics?.step(); - gameEngine.handleXrAction(gameEngine, delta); - gameEngine.hero?.update(delta); - gameEngine.mixers.forEach(m => m.update(delta)); - gameEngine.dispatchEvent({type: 'beforeRender'}) - gameEngine.processHideIfFar(); + function animate() { + this.timer.update(); + let delta = this.timer.getDelta(); + this.physics?.step(); + this.handleXrAction(this, delta); + this.hero?.update(delta); + this.mixers.forEach(m => m.update(delta)); + this.dispatchEvent({type: 'beforeRender'}) + this.processHideIfFar(); this.motionQueue.update(delta); - gameEngine.render(gameEngine.scene, gameEngine.camera); + this.render(this.scene, this.camera); if (!renderer.xr.isPresenting) { - gameEngine.gizmo?.render(); + this.gizmo?.render(); } } renderer.setAnimationLoop(animate.bind(this));