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Cannot read property 'setPhysicsState' of undefined


Kilombo
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Good afternoon everyone,

 

For some reason, my planets function is giving me the error in the topic. Everything works right in the units class, but in planets is not working. And i can't seem to find the answer. Help wanted plz :)

 

The console is returning "Uncaught TypeError: Cannot read property 'setPhysicsState' of undefined" in system.js line 104, is the one in bold.

 

I'm trying to implement Oimo.js in my project btw.

 

system.prototype.setPlanets = function (){
    var temp = this;
        BABYLON.SceneLoader.ImportMesh(name, "Assets/babylonreadyfiles/", "planets.babylon", scenes[0], function(newMeshes) {
                
            newMeshes[0].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
 
            var planet1 = newMeshes[0];                
            var planet2 = newMeshes[1];
            newMeshes[1].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet3 = newMeshes[2];
            newMeshes[2].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet4 = newMeshes[3];
            newMeshes[3].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet5 = newMeshes[4];
            newMeshes[4].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet6 = newMeshes[5];
            newMeshes[5].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet7 = newMeshes[6];
            newMeshes[6].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet8 = newMeshes[7];
            newMeshes[7].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
            var planet9 = newMeshes[8];
            newMeshes[8].setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { mass: 1000, restitution:0.001 });
 
            if (temp.planet1 === "planet1"){
                planet1.scaling.x = 500;
                planet1.scaling.y = 500;
                planet1.scaling.z = 500;
                planet1.position.x = temp.posx/2;
                planet1.position.y = 5;
                planet1.position.z = temp.posz/2;
                planet1.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[0].checkCollisions = true;
                scenes[0].beginAnimation(planet1, 0, 100, true, 0.04);
                console.log(planet1);
                //planet1.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet1,temp.planetId1,"planet");
                
            }
            if (temp.planet2 === "planet2"){
                planet2.scaling.x = 300;
                planet2.scaling.y = 300;
                planet2.scaling.z = 300;
                planet2.position.x = temp.posx*(6/4);
                planet2.position.y = 5;
                planet2.position.z = temp.posz;
                planet2.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[1].checkCollisions = true;
                scenes[0].beginAnimation(planet2, 0, 100, true, 0.04);
                //planet2.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet2,temp.planetId2,"planet");
                
            }
            if (temp.planet3 === "planet3"){
                planet3.scaling.x = 750;
                planet3.scaling.y = 750;
                planet3.scaling.z = 750;
                planet3.position.x = temp.posx*(6/4);
                planet3.position.y = 5;
                planet3.position.z = temp.posz*(8/4);
                planet3.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[2].checkCollisions = true;
                scenes[0].beginAnimation(planet3, 0, 100, true, 0.04);
               // planet3.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet3,temp.planetId3,"planet");
            }
            if (temp.planet1 === "planet4"){
                planet4.scaling.x = 500;
                planet4.scaling.y = 500;
                planet4.scaling.z = 500;
                planet4.position.x = temp.posx/2;
                planet4.position.y = 5;
                planet4.position.z = temp.posz/2;
                planet4.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[3].checkCollisions = true;
                scenes[0].beginAnimation(planet4, 0, 100, true, 0.04);
                //planet4.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet4,temp.planetId1,"planet");
            }
            if (temp.planet2 === "planet5"){
                planet5.scaling.x = 300;
                planet5.scaling.y = 300;
                planet5.scaling.z = 300;
                planet5.position.x = temp.posx;
                planet5.position.y = 5;
                planet5.position.z = temp.posz*(7/4);
                planet5.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[4].checkCollisions = true;
                scenes[0].beginAnimation(planet5, 0, 100, true, 0.04);
                //planet5.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet5,temp.planetId2,"planet");
            }
            if (temp.planet3 === "planet6"){
                planet6.scaling.x = 750;
                planet6.scaling.y = 750;
                planet6.scaling.z = 750;
                planet6.position.x = temp.posx*(7/4);
                planet6.position.y = 5;
                planet6.position.z = temp.posz/2;
                planet6.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[5].checkCollisions = true;
                scenes[0].beginAnimation(planet6, 0, 100, true, 0.04);
               // planet6.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet6,temp.planetId3,"planet");
            }
            if (temp.planet1 === "planet7"){
                planet7.scaling.x = 500;
                planet7.scaling.y = 500;
                planet7.scaling.z = 500;
                planet7.position.x = temp.posx/2;
                planet7.position.y = 5;
                planet7.position.z = temp.posz/2;
                planet7.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[6].checkCollisions = true;
                scenes[0].beginAnimation(planet7, 0, 100, true, 0.04);
                //planet7.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet7,temp.planetId1,"planet");
            }
            if (temp.planet2 === "planet8"){
                planet8.scaling.x = 300;
                planet8.scaling.y = 300;
                planet8.scaling.z = 300;
                planet8.position.x = temp.posx;
                planet8.position.y = 5;
                planet8.position.z = temp.posz*(7/4);
                planet8.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[7].checkCollisions = true;
                scenes[0].beginAnimation(planet8, 0, 100, true, 0.04);
                //planet8.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet8,temp.planetId2,"planet");
            }
            if (temp.planet3 === "planet9"){
                planet9.scaling.x = 750;
                planet9.scaling.y = 750;
                planet9.scaling.z = 750;
                planet9.position.x = temp.posx*(7/4);
                planet9.position.y = 5;
                planet9.position.z = temp.posz/2;
                planet9.actionManager = new BABYLON.ActionManager(scenes[0]);
                newMeshes[8].checkCollisions = true;
                scenes[0].beginAnimation(planet9, 0, 100, true, 0.04);
               // planet9.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 0 });
                makeOverOut(planet9,temp.planetId3,"planet");
            }
        });
};
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