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

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/**
* Entity Runtime
* @param apiEntity
* @param parentScene
* @param mesh
* @constructor
*/
GameLib.D3.Entity = function(
apiEntity,
parentScene,
mesh
) {
for (var property in apiEntity) {
if (apiEntity.hasOwnProperty(property)) {
this[property] = apiEntity[property];
}
}
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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
) {
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for(var c in this.ids) {
var id = this.ids[c];
var component = this.parentScene.idToComponent[id];
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if(component && component.onUpdate) {
component.onUpdate(deltaTime, this);
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}
}
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// todo: maybe we only need to call this AFTER late update
this.updateMesh();
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this.onUpdate(deltaTime);
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};
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GameLib.D3.Entity.prototype.updateMesh = function() {
if(this.mesh) {
this.mesh.position.set(this.position.x, this.position.y, this.position.z);
this.mesh.scale.set(this.scale.x, this.scale.y, this.scale.z);
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this.mesh.quaternion.set(this.quaternion.x, this.quaternion.y, this.quaternion.z, this.quaternion.w).normalize();
// normalize the quaternion, if we have a mesh.
// if we don't do this, then the mesh will get stretched
this.quaternion.x = this.mesh.quaternion.x;
this.quaternion.y = this.mesh.quaternion.y;
this.quaternion.z = this.mesh.quaternion.z;
this.quaternion.w = this.mesh.quaternion.w;
}
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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
) {
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for(var c in this.ids) {
var id = this.ids[c];
var component = this.parentScene.idToComponent[id];
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if(component && component.onLateUpdate) {
component.onLateUpdate(deltaTime, this);
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}
}
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this.updateMesh();
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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
) {
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// this.parentScene = parentScene;
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//
// if (this.mesh && this.mesh.id != null && parentScene.meshIdToMesh[this.mesh.id]) {
// parentScene.instance.add(parentScene.meshIdToMesh[this.mesh.id]);
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// this.mesh = parentScene.meshIdToMesh[this.id];
// }
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this.onRegistered(this.parentScene);
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};
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/**
* Add an already registered component to the entity
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* @param id Number
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*/
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GameLib.D3.Entity.prototype.addComponentId = function(
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id
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) {
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this.ids.push(id);
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};
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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);
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this.ids.push(component.id);
if(component.setParentEntity && typeof component.setParentEntity == 'function') {
component.setParentEntity(this.parentScene, this);
}
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};
GameLib.D3.Entity.prototype.removeComponent = function(component) {
if(component && component.id && this.parentScene.idToComponent[component.id]) {
this.ids = this.ids.splice(this.ids.indexOf(component), 1);
delete this.parentScene.idToComponent[component.id];
}
};
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GameLib.D3.Entity.prototype.getComponent = function(
componentType
) {
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for (var componentId in this.ids) {
if (this.ids.hasOwnProperty(componentId)) {
var id = this.ids[componentId];
var component = this.parentScene.idToComponent[id];
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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};