fixed deprecation issues

This commit is contained in:
2026-03-21 18:00:28 +02:00
parent 8dd88174af
commit bd93436a78
+14 -13
View File
@@ -122,9 +122,9 @@ class GameEngine extends EventManager{
scene.background = new THREE.Color(1, 1, 1); scene.background = new THREE.Color(1, 1, 1);
const mixer = new THREE.AnimationMixer(this.scene); 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]; this.mixers = [mixer];
await this.initPhysics(); await this.initPhysics();
@@ -162,7 +162,7 @@ class GameEngine extends EventManager{
renderer.toneMapping = THREE.CineonToneMapping; renderer.toneMapping = THREE.CineonToneMapping;
renderer.toneMappingExposure = 1.0; renderer.toneMappingExposure = 1.0;
renderer.shadowMap.enabled = true; 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.toneMapping = THREE.ACESFilmicToneMapping;
// renderer.toneMappingExposure = 1; // renderer.toneMappingExposure = 1;
// renderer.shadowMap.enabled = true; // renderer.shadowMap.enabled = true;
@@ -224,19 +224,20 @@ class GameEngine extends EventManager{
await this.initScene(); await this.initScene();
function animate(time) { function animate() {
let delta = gameEngine.clock.getDelta(); this.timer.update();
gameEngine.physics?.step(); let delta = this.timer.getDelta();
gameEngine.handleXrAction(gameEngine, delta); this.physics?.step();
gameEngine.hero?.update(delta); this.handleXrAction(this, delta);
gameEngine.mixers.forEach(m => m.update(delta)); this.hero?.update(delta);
gameEngine.dispatchEvent({type: 'beforeRender'}) this.mixers.forEach(m => m.update(delta));
gameEngine.processHideIfFar(); this.dispatchEvent({type: 'beforeRender'})
this.processHideIfFar();
this.motionQueue.update(delta); this.motionQueue.update(delta);
gameEngine.render(gameEngine.scene, gameEngine.camera); this.render(this.scene, this.camera);
if (!renderer.xr.isPresenting) { if (!renderer.xr.isPresenting) {
gameEngine.gizmo?.render(); this.gizmo?.render();
} }
} }
renderer.setAnimationLoop(animate.bind(this)); renderer.setAnimationLoop(animate.bind(this));