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

159 lines
3.6 KiB
JavaScript
Raw Normal View History

2016-11-14 14:48:37 +01:00
GameLib.D3.Entity = function Entity(
id,
name,
ids,
position,
quaternion,
scale
2016-10-28 15:30:15 +02:00
) {
2016-11-14 14:48:37 +01:00
this.id = id;
2016-10-28 15:30:15 +02:00
2016-11-14 14:48:37 +01:00
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
name = this.constructor.name;
2016-10-28 15:30:15 +02:00
}
2016-11-14 14:48:37 +01:00
this.name = name;
2016-10-28 15:30:15 +02:00
2016-11-14 14:48:37 +01:00
if (GameLib.D3.Utils.UndefinedOrNull(ids)) {
ids = [];
}
this.ids = ids;
2016-11-01 09:43:36 +01:00
// constructed at runtime
2016-11-01 09:43:36 +01:00
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;
2016-11-01 09:43:36 +01:00
};
2016-11-01 10:00:15 +01:00
/**
* Updates the Entity and it's components
* @param deltaTime Number
*/
GameLib.D3.Entity.prototype.update = function(
2016-11-01 09:43:36 +01:00
deltaTime
) {
2016-11-14 14:48:37 +01:00
for(var c in this.ids) {
var id = this.ids[c];
var component = this.parentScene.idToComponent[id];
2016-11-01 10:00:15 +01:00
if(component && component.onUpdate) {
component.onUpdate(deltaTime, this);
2016-11-01 09:43:36 +01:00
}
}
2016-11-01 10:00:15 +01:00
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);
}
2016-11-01 10:00:15 +01:00
this.onUpdate(deltaTime);
2016-11-01 09:43:36 +01:00
};
2016-11-01 10:00:15 +01:00
/**
* Late updates the Entity and it's components
* @param deltaTime Number
*/
GameLib.D3.Entity.prototype.lateUpdate = function(
2016-11-01 09:43:36 +01:00
deltaTime
) {
2016-11-14 14:48:37 +01:00
for(var c in this.ids) {
var id = this.ids[c];
var component = this.parentScene.idToComponent[id];
2016-11-01 10:00:15 +01:00
if(component && component.onLateUpdate) {
component.onLateUpdate(deltaTime, this);
2016-11-01 09:43:36 +01:00
}
}
2016-11-01 10:00:15 +01:00
this.onLateUpdate(deltaTime);
2016-11-01 09:43:36 +01:00
};
2016-11-01 10:00:15 +01:00
/**
* Gets called when the entity was registered with it's parent scene
* @param parentScene GameLib.D3.Scene
*/
GameLib.D3.Entity.prototype.register = function(
2016-11-01 09:43:36 +01:00
parentScene
) {
this.parentScene = parentScene;
2016-11-14 14:48:37 +01:00
if(this.id != null && parentScene.meshIdToMesh[this.id]) {
parentScene.instance.add(parentScene.meshIdToMesh[this.id]);
this.mesh = parentScene.meshIdToMesh[this.id];
2016-11-01 09:43:36 +01:00
}
2016-11-01 10:00:15 +01:00
this.onRegistered(parentScene);
2016-11-01 09:43:36 +01:00
};
2016-11-01 10:00:15 +01:00
/**
* Add an already registered component to the entity
2016-11-14 14:48:37 +01:00
* @param id Number
2016-11-01 10:00:15 +01:00
*/
2016-11-01 09:43:36 +01:00
GameLib.D3.Entity.prototype.addComponentId = function(
2016-11-14 14:48:37 +01:00
id
2016-11-01 09:43:36 +01:00
) {
2016-11-14 14:48:37 +01:00
this.ids.push(id);
2016-11-01 09:43:36 +01:00
};
2016-11-01 10:00:15 +01:00
/**
* Adds a components to the entity and registers it with the entity's parent scene
* @param component GameLib.D3.ComponentInterface
*/
2016-11-01 09:43:36 +01:00
GameLib.D3.Entity.prototype.addComponent = function(
component
) {
this.parentScene.registerComponent(component);
2016-11-14 14:48:37 +01:00
this.ids.push(component.id);
if(component.setParentEntity && typeof component.setParentEntity == 'function') {
component.setParentEntity(this.parentScene, this);
}
2016-11-01 10:00:15 +01:00
};
GameLib.D3.Entity.prototype.getComponent = function(
componentType
) {
2016-11-14 14:48:37 +01:00
for(var c in this.ids) {
var id = this.ids[c];
var component = this.parentScene.idToComponent[id];
if (component instanceof componentType) {
return component;
}
}
return null;
};
2016-11-01 10:00:15 +01:00
///////////////////////// Methods to override //////////////////////////
GameLib.D3.Entity.prototype.onUpdate = function(
deltaTime
) {
};
GameLib.D3.Entity.prototype.onLateUpdate = function(
deltaTime
) {
};
GameLib.D3.Entity.prototype.onRegistered = function(
parentScene
) {
2016-10-28 15:30:15 +02:00
};