2016-11-28 15:05:02 +01:00
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/**
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* Entity Runtime
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2016-12-09 20:32:09 +01:00
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* @param graphics GameLib.D3.Graphics
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* @param apiEntity GameLib.D3.API.Entity
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2016-11-28 15:05:02 +01:00
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* @constructor
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*/
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2016-12-07 15:20:41 +01:00
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GameLib.D3.Entity = function Entity(
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2016-12-09 20:32:09 +01:00
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graphics,
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apiEntity
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2016-11-28 15:05:02 +01:00
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) {
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for (var property in apiEntity) {
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if (apiEntity.hasOwnProperty(property)) {
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this[property] = apiEntity[property];
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}
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}
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2016-12-09 20:32:09 +01:00
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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this.position = new GameLib.D3.Vector3(
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this.graphics,
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this,
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this.position
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);
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this.quaternion = new GameLib.D3.Quaternion(
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this.graphics,
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this,
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this.quaternion
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);
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this.scale = new GameLib.D3.Vector3(
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this.graphics,
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this,
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this.scale
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);
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};
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/**
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* Converts a GameLib.D3.Entity to GameLib.D3.API.Entity
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* @returns {GameLib.D3.API.Entity}
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*/
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GameLib.D3.Entity.prototype.toApiEntity = function() {
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return new GameLib.D3.API.Entity(
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this.id,
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this.name,
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this.ids,
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this.position.toApiVector(),
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this.quaternion.toApiQuaternion(),
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this.scale.toApiVector(),
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GameLib.D3.Utils.IdOrNull(this.parentScene),
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GameLib.D3.Utils.IdOrNull(this.mesh)
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);
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};
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/**
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*
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* @param graphics GameLib.D3.Graphics
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* @param objectEntity Object
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* @constructor
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*/
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GameLib.D3.Entity.FromObjectEntity = function(graphics, objectEntity) {
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var apiEntity = new GameLib.D3.API.Entity(
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objectEntity.id,
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objectEntity.name,
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objectEntity.ids,
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new GameLib.D3.API.Vector3(
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objectEntity.position.x,
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objectEntity.position.y,
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objectEntity.position.z
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),
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new GameLib.D3.API.Quaternion(
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objectEntity.quaternion.x,
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objectEntity.quaternion.y,
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objectEntity.quaternion.z,
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objectEntity.quaternion.w,
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new GameLib.D3.API.Vector3(
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objectEntity.quaternion.axis.x,
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objectEntity.quaternion.axis.y,
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objectEntity.quaternion.axis.z
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)
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),
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new GameLib.D3.API.Vector3(
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objectEntity.scale.x,
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objectEntity.scale.y,
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objectEntity.scale.z
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),
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objectEntity.parentScene,
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objectEntity.mesh
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);
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return new GameLib.D3.Entity(
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graphics,
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apiEntity
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);
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2016-11-01 09:43:36 +01:00
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};
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2016-11-01 10:00:15 +01:00
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/**
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* Updates the Entity and it's components
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* @param deltaTime Number
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*/
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GameLib.D3.Entity.prototype.update = function(
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2016-11-01 09:43:36 +01:00
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deltaTime
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) {
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2016-11-14 14:48:37 +01:00
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for(var c in this.ids) {
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var id = this.ids[c];
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2016-12-09 20:32:09 +01:00
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var component = this.parentScene.idToObject[id];
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2016-11-01 10:00:15 +01:00
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if(component && component.onUpdate) {
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component.onUpdate(deltaTime, this);
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2016-11-01 09:43:36 +01:00
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}
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}
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2016-11-01 10:00:15 +01:00
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2016-11-29 16:11:56 +01:00
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// todo: maybe we only need to call this AFTER late update
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this.updateMesh();
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2016-11-04 14:57:48 +01:00
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2016-11-01 10:00:15 +01:00
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this.onUpdate(deltaTime);
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2016-11-01 09:43:36 +01:00
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};
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2016-12-02 13:11:56 +01:00
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GameLib.D3.Entity.prototype.updateMesh = function() {
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2016-12-07 15:20:41 +01:00
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if (this.mesh) {
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/**
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* Normalize to prevent stretching
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*/
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this.quaternion.normalize();
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this.mesh.position.x = this.position.x;
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this.mesh.position.y = this.position.y;
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this.mesh.position.z = this.position.z;
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this.mesh.scale.x = this.scale.x;
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this.mesh.scale.y = this.scale.y;
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this.mesh.scale.z = this.scale.z;
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this.mesh.quaternion.x = this.quaternion.x;
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this.mesh.quaternion.y = this.quaternion.y;
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this.mesh.quaternion.z = this.quaternion.z;
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this.mesh.quaternion.w = this.quaternion.w;
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this.mesh.updateInstance();
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2016-11-04 14:57:48 +01:00
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}
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2016-11-01 09:43:36 +01:00
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};
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2016-11-01 10:00:15 +01:00
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/**
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* Late updates the Entity and it's components
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* @param deltaTime Number
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*/
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GameLib.D3.Entity.prototype.lateUpdate = function(
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2016-11-01 09:43:36 +01:00
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deltaTime
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) {
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2016-11-14 14:48:37 +01:00
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for(var c in this.ids) {
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var id = this.ids[c];
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2016-12-09 20:32:09 +01:00
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var component = this.parentScene.idToObject[id];
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2016-11-01 10:00:15 +01:00
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if(component && component.onLateUpdate) {
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component.onLateUpdate(deltaTime, this);
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2016-11-01 09:43:36 +01:00
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}
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}
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2016-11-01 10:00:15 +01:00
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2016-11-29 16:11:56 +01:00
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this.updateMesh();
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2016-11-01 10:00:15 +01:00
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this.onLateUpdate(deltaTime);
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2016-11-01 09:43:36 +01:00
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};
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2016-11-01 10:00:15 +01:00
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/**
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* Gets called when the entity was registered with it's parent scene
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* @param parentScene GameLib.D3.Scene
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*/
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GameLib.D3.Entity.prototype.register = function(
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2016-11-01 09:43:36 +01:00
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parentScene
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) {
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2016-11-28 15:05:02 +01:00
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// this.parentScene = parentScene;
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2016-11-29 11:26:16 +01:00
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//
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// if (this.mesh && this.mesh.id != null && parentScene.meshIdToMesh[this.mesh.id]) {
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// parentScene.instance.add(parentScene.meshIdToMesh[this.mesh.id]);
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2016-11-28 15:05:02 +01:00
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// this.mesh = parentScene.meshIdToMesh[this.id];
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// }
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2016-11-01 10:00:15 +01:00
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2016-11-28 15:05:02 +01:00
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this.onRegistered(this.parentScene);
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2016-11-01 09:43:36 +01:00
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};
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2016-11-01 10:00:15 +01:00
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/**
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* Add an already registered component to the entity
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2016-11-14 14:48:37 +01:00
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* @param id Number
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2016-11-01 10:00:15 +01:00
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*/
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2016-11-01 09:43:36 +01:00
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GameLib.D3.Entity.prototype.addComponentId = function(
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2016-11-14 14:48:37 +01:00
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id
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2016-11-01 09:43:36 +01:00
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) {
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2016-11-14 14:48:37 +01:00
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this.ids.push(id);
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2016-11-01 09:43:36 +01:00
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};
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2016-11-01 10:00:15 +01:00
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/**
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* Adds a components to the entity and registers it with the entity's parent scene
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* @param component GameLib.D3.ComponentInterface
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*/
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2016-11-01 09:43:36 +01:00
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GameLib.D3.Entity.prototype.addComponent = function(
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component
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) {
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this.parentScene.registerComponent(component);
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2016-11-14 14:48:37 +01:00
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this.ids.push(component.id);
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2016-11-01 12:42:06 +01:00
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if(component.setParentEntity && typeof component.setParentEntity == 'function') {
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component.setParentEntity(this.parentScene, this);
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}
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2016-11-01 10:00:15 +01:00
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};
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2016-11-30 10:46:25 +01:00
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GameLib.D3.Entity.prototype.removeComponent = function(component) {
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2016-12-09 20:32:09 +01:00
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if(component && component.id && this.parentScene.idToObject[component.id]) {
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2016-11-30 10:46:25 +01:00
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this.ids = this.ids.splice(this.ids.indexOf(component), 1);
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2016-12-09 20:32:09 +01:00
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delete this.parentScene.idToObject[component.id];
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2016-11-30 10:46:25 +01:00
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}
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};
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2016-11-01 10:00:15 +01:00
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2016-11-04 10:58:48 +01:00
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GameLib.D3.Entity.prototype.getComponent = function(
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componentType
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) {
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2016-11-28 15:05:02 +01:00
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for (var componentId in this.ids) {
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if (this.ids.hasOwnProperty(componentId)) {
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var id = this.ids[componentId];
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2016-12-09 20:32:09 +01:00
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var component = this.parentScene.idToObject[id];
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2016-11-28 15:05:02 +01:00
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if (component instanceof componentType) {
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return component;
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}
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2016-11-04 10:58:48 +01:00
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}
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}
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return null;
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};
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2016-11-01 10:00:15 +01:00
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.Entity.prototype.onUpdate = function(
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deltaTime
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) {
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};
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GameLib.D3.Entity.prototype.onLateUpdate = function(
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deltaTime
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) {
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};
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GameLib.D3.Entity.prototype.onRegistered = function(
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parentScene
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) {
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2016-12-09 20:32:09 +01:00
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};
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GameLib.D3.Entity.prototype.linkObjects = function(idToObject) {
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/**
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* @param scene GameLib.D3.Scene
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* @param mesh GameLib.D3.Mesh
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*/
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GameLib.D3.Utils.Link('parentScene', idToObject, this, this.parentScene);
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GameLib.D3.Utils.Link('mesh', idToObject, this, this.mesh);
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2016-10-28 15:30:15 +02:00
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};
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