r3-legacy/src/game-lib-entity.js

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GameLib.D3.Entity = function(
meshId,
componentIds,
position,
quaternion,
scale
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) {
this.meshId = meshId;
if (typeof componentIds == 'undefined') {
componentIds = [];
}
this.componentIds = componentIds;
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// constructed at runtime
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this.parentScene = null;
this.mesh = null;
if(GameLib.D3.Utils.UndefinedOrNull(position)) {
position = new GameLib.D3.Vector3(0, 0, 0);
}
this.position = position;
if(GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
quaternion = new GameLib.D3.Vector4(0, 0, 0, 1);
}
this.quaternion = quaternion;
if(GameLib.D3.Utils.UndefinedOrNull(scale)) {
scale = new GameLib.D3.Vector3(1, 1, 1);
}
this.scale = scale;
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};
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/**
* Updates the Entity and it's components
* @param deltaTime Number
*/
GameLib.D3.Entity.prototype.update = function(
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deltaTime
) {
for(var c in this.componentIds) {
var componentId = this.componentIds[c];
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var component = this.parentScene.componentIdToComponent[componentId];
if(component && component.onUpdate) {
component.onUpdate(deltaTime, this);
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}
}
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if(this.mesh) {
this.mesh.position.set(this.position.x, this.position.y, this.position.z);
this.mesh.quaternion.set(this.quaternion.x, this.quaternion.y, this.quaternion.z, this.quaternion.w);
this.mesh.scale.set(this.scale.x, this.scale.y, this.scale.z);
}
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this.onUpdate(deltaTime);
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};
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/**
* Late updates the Entity and it's components
* @param deltaTime Number
*/
GameLib.D3.Entity.prototype.lateUpdate = function(
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deltaTime
) {
for(var c in this.componentIds) {
var componentId = this.componentIds[c];
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var component = this.parentScene.componentIdToComponent[componentId];
if(component && component.onLateUpdate) {
component.onLateUpdate(deltaTime, this);
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}
}
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this.onLateUpdate(deltaTime);
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};
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/**
* Gets called when the entity was registered with it's parent scene
* @param parentScene GameLib.D3.Scene
*/
GameLib.D3.Entity.prototype.register = function(
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parentScene
) {
this.parentScene = parentScene;
if(this.meshId != null && parentScene.meshIdToMesh[this.meshId]) {
parentScene.instance.add(parentScene.meshIdToMesh[this.meshId]);
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this.mesh = parentScene.meshIdToMesh[this.meshId];
}
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this.onRegistered(parentScene);
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};
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/**
* Add an already registered component to the entity
* @param componentId Number
*/
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GameLib.D3.Entity.prototype.addComponentId = function(
componentId
) {
this.componentIds.push(componentId);
};
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/**
* Adds a components to the entity and registers it with the entity's parent scene
* @param component GameLib.D3.ComponentInterface
*/
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GameLib.D3.Entity.prototype.addComponent = function(
component
) {
this.parentScene.registerComponent(component);
this.componentIds.push(component.componentId);
if(component.setParentEntity && typeof component.setParentEntity == 'function') {
component.setParentEntity(this.parentScene, this);
}
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};
GameLib.D3.Entity.prototype.getComponent = function(
componentType
) {
for(var c in this.componentIds) {
var componentId = this.componentIds[c];
var component = this.parentScene.componentIdToComponent[componentId];
if (component instanceof componentType) {
return component;
}
}
return null;
};
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///////////////////////// Methods to override //////////////////////////
GameLib.D3.Entity.prototype.onUpdate = function(
deltaTime
) {
};
GameLib.D3.Entity.prototype.onLateUpdate = function(
deltaTime
) {
};
GameLib.D3.Entity.prototype.onRegistered = function(
parentScene
) {
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};