register updates

beta.r3js.org
-=yb4f310 2017-12-04 14:10:12 +01:00
parent 70ebe7a5ec
commit 8068dcf3ef
7 changed files with 251 additions and 175 deletions

20
build/game-lib-min.js vendored

File diff suppressed because one or more lines are too long

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@ -1,5 +1,5 @@
// COMPILE TIME DEFINITIONS (Generated via gulp) // COMPILE TIME DEFINITIONS (Generated via gulp)
var __DATE__ = "Mon Dec 04 2017 13:21:42 GMT+0100 (CET)"; var __DATE__ = "Mon Dec 04 2017 14:10:07 GMT+0100 (CET)";
// END COMPILE TIME DEFINITIONS // END COMPILE TIME DEFINITIONS
/** /**
@ -1500,87 +1500,88 @@ GameLib.Component.prototype.toString = function() {
return this.id; return this.id;
}; };
//GameLib.Component.PATH_FOLLOWING = 0x1; //GameLib.Component.PATH_FOLLOWING = 0x1;
GameLib.Component.MATERIAL = 0x2; GameLib.Component.MATERIAL = 0x2;
GameLib.Component.RENDERER = 0x3; GameLib.Component.RENDERER = 0x3;
//GameLib.Component.LOOK_AT = 0x4; //GameLib.Component.LOOK_AT = 0x4;
GameLib.Component.CAMERA = 0x5; GameLib.Component.CAMERA = 0x5;
//GameLib.Component.FOLLOW = 0x6; //GameLib.Component.FOLLOW = 0x6;
GameLib.Component.MESH = 0x7; GameLib.Component.MESH = 0x7;
GameLib.Component.SPLINE = 0x8; GameLib.Component.SPLINE = 0x8;
GameLib.Component.LIGHT = 0x9; GameLib.Component.LIGHT = 0x9;
//GameLib.Component.INPUT_DRIVE = 0xa; //GameLib.Component.INPUT_DRIVE = 0xa;
GameLib.Component.COMPOSER = 0xb; GameLib.Component.COMPOSER = 0xb;
GameLib.Component.RENDER_TARGET = 0xc; GameLib.Component.RENDER_TARGET = 0xc;
GameLib.Component.PASS = 0xd; GameLib.Component.PASS = 0xd;
GameLib.Component.SCENE = 0xe; GameLib.Component.SCENE = 0xe;
GameLib.Component.RAYCASTER = 0xf; GameLib.Component.RAYCASTER = 0xf;
//GameLib.Component.INPUT_EDITOR = 0x10; //GameLib.Component.INPUT_EDITOR = 0x10;
//GameLib.Component.EDITOR = 0x11; //GameLib.Component.EDITOR = 0x11;
GameLib.Component.VIEWPORT = 0x12; GameLib.Component.VIEWPORT = 0x12;
GameLib.Component.SYSTEM = 0x13; GameLib.Component.SYSTEM = 0x13;
GameLib.Component.GRAPHICS = 0x14; GameLib.Component.GRAPHICS = 0x14;
GameLib.Component.HELPER = 0x15; GameLib.Component.HELPER = 0x15;
GameLib.Component.CUSTOM_CODE = 0x16; GameLib.Component.CUSTOM_CODE = 0x16;
GameLib.Component.MOUSE = 0x17; GameLib.Component.MOUSE = 0x17;
GameLib.Component.SKELETON = 0x18; GameLib.Component.SKELETON = 0x18;
GameLib.Component.TEXTURE = 0x19; GameLib.Component.TEXTURE = 0x19;
GameLib.Component.ENTITY_MANAGER = 0x1a; GameLib.Component.ENTITY_MANAGER = 0x1a;
GameLib.Component.DOM_ELEMENT = 0x1b; GameLib.Component.DOM_ELEMENT = 0x1b;
//GameLib.Component.IMAGE_FACTORY = 0x1c; //GameLib.Component.IMAGE_FACTORY = 0x1c;
GameLib.Component.STATS = 0x1d; GameLib.Component.STATS = 0x1d;
GameLib.Component.GUI = 0x1e; GameLib.Component.GUI = 0x1e;
GameLib.Component.IMAGE = 0x1f; GameLib.Component.IMAGE = 0x1f;
GameLib.Component.ENTITY = 0x20; GameLib.Component.ENTITY = 0x20;
GameLib.Component.MESH_SPHERE = 0x21; GameLib.Component.MESH_SPHERE = 0x21;
GameLib.Component.MESH_PLANE = 0x22; GameLib.Component.MESH_PLANE = 0x22;
GameLib.Component.MESH_CURVE = 0x23; GameLib.Component.MESH_CURVE = 0x23;
GameLib.Component.PHYSICS_WORLD = 0x24; GameLib.Component.PHYSICS_WORLD = 0x24;
GameLib.Component.BROADPHASE = 0x25; GameLib.Component.BROADPHASE = 0x25;
GameLib.Component.SOLVER = 0x26; GameLib.Component.SOLVER = 0x26;
GameLib.Component.RIGID_BODY = 0x27; GameLib.Component.RIGID_BODY = 0x27;
GameLib.Component.SHAPE = 0x28; GameLib.Component.SHAPE = 0x28;
GameLib.Component.SHAPE_BOX = 0x29; GameLib.Component.SHAPE_BOX = 0x29;
GameLib.Component.SHAPE_SPHERE = 0x2a; GameLib.Component.SHAPE_SPHERE = 0x2a;
GameLib.Component.SHAPE_TRI_MESH = 0x2b; GameLib.Component.SHAPE_TRI_MESH = 0x2b;
GameLib.Component.SHAPE_CONVEX_HULL = 0x2c; GameLib.Component.SHAPE_CONVEX_HULL = 0x2c;
GameLib.Component.SHAPE_CONVEX_HULL_CYLINDER = 0x2d; GameLib.Component.SHAPE_CONVEX_HULL_CYLINDER = 0x2d;
GameLib.Component.SHAPE_HEIGHT_MAP = 0x2e; GameLib.Component.SHAPE_HEIGHT_MAP = 0x2e;
GameLib.Component.SHAPE_PLANE = 0x2f; GameLib.Component.SHAPE_PLANE = 0x2f;
GameLib.Component.CONTROLS = 0x30; GameLib.Component.CONTROLS = 0x30;
GameLib.Component.CONTROLS_EDITOR = 0x31; GameLib.Component.CONTROLS_EDITOR = 0x31;
GameLib.Component.CONTROLS_TOUCH = 0x32; GameLib.Component.CONTROLS_TOUCH = 0x32;
GameLib.Component.FRICTION_MATERIAL = 0x33; GameLib.Component.FRICTION_MATERIAL = 0x33;
GameLib.Component.FRICTION_CONTACT_MATERIAL = 0x34; GameLib.Component.FRICTION_CONTACT_MATERIAL = 0x34;
GameLib.Component.RAYCAST_VEHICLE = 0x35; GameLib.Component.RAYCAST_VEHICLE = 0x35;
GameLib.Component.RAYCAST_WHEEL = 0x36; GameLib.Component.RAYCAST_WHEEL = 0x36;
GameLib.Component.CLOCK = 0x37; GameLib.Component.CLOCK = 0x37;
GameLib.Component.ANIMATION = 0x38; GameLib.Component.ANIMATION = 0x38;
GameLib.Component.CONTROLS_KEYBOARD = 0x39; GameLib.Component.CONTROLS_KEYBOARD = 0x39;
GameLib.Component.CONTROLS_MOUSE = 0x3a; GameLib.Component.CONTROLS_MOUSE = 0x3a;
GameLib.Component.MESH_TEXT = 0x3b; GameLib.Component.MESH_TEXT = 0x3b;
GameLib.Component.FONT = 0x3c; GameLib.Component.FONT = 0x3c;
GameLib.Component.CANVAS = 0x3d; GameLib.Component.CANVAS = 0x3d;
GameLib.Component.BONE = 0x3e; GameLib.Component.BONE = 0x3e;
GameLib.Component.MESH_BOX = 0x3f; GameLib.Component.MESH_BOX = 0x3f;
GameLib.Component.MESH_CYLINDER = 0x40; GameLib.Component.MESH_CYLINDER = 0x40;
GameLib.Component.SYSTEM_ANIMATION = 0x41; GameLib.Component.SYSTEM_ANIMATION = 0x41;
GameLib.Component.SYSTEM_CUSTOM_CODE = 0x42; GameLib.Component.SYSTEM_CUSTOM_CODE = 0x42;
GameLib.Component.SYSTEM_GUI = 0x43; GameLib.Component.SYSTEM_GUI = 0x43;
GameLib.Component.SYSTEM_INPUT = 0x44; GameLib.Component.SYSTEM_INPUT = 0x44;
GameLib.Component.SYSTEM_LINKING = 0x45; GameLib.Component.SYSTEM_LINKING = 0x45;
GameLib.Component.SYSTEM_PHYSICS = 0x46; GameLib.Component.SYSTEM_PHYSICS = 0x46;
GameLib.Component.SYSTEM_RENDER = 0x47; GameLib.Component.SYSTEM_RENDER = 0x47;
GameLib.Component.SYSTEM_STORAGE = 0x48; GameLib.Component.SYSTEM_STORAGE = 0x48;
GameLib.Component.SYSTEM_VISUALIZATION = 0x49; GameLib.Component.SYSTEM_VISUALIZATION = 0x49;
GameLib.Component.FOG = 0x50; GameLib.Component.FOG = 0x50;
GameLib.Component.MESH_LINE = 0x51; GameLib.Component.MESH_LINE = 0x51;
GameLib.Component.PARTICLE_ENGINE = 0x52; GameLib.Component.PARTICLE_ENGINE = 0x52;
GameLib.Component.SYSTEM_PARTICLE = 0x53; GameLib.Component.SYSTEM_PARTICLE = 0x53;
GameLib.Component.PARTICLE = 0x54; GameLib.Component.PARTICLE = 0x54;
GameLib.Component.AUDIO = 0x55; GameLib.Component.AUDIO = 0x55;
GameLib.Component.SYSTEM_AUDIO = 0x56; GameLib.Component.SYSTEM_AUDIO = 0x56;
GameLib.Component.CAST = 0x57; GameLib.Component.CAST = 0x57;
GameLib.Component.MAX_COMPONENTS = 0x58;
GameLib.Component.GRAPHICS_RUNTIME = 0x1; GameLib.Component.GRAPHICS_RUNTIME = 0x1;
GameLib.Component.PHYSICS_RUNTIME = 0x2; GameLib.Component.PHYSICS_RUNTIME = 0x2;
@ -1590,8 +1591,11 @@ GameLib.Component.DEFAULT_RUNTIME = 0x5;
GameLib.Component.GUI_RUNTIME = 0x6; GameLib.Component.GUI_RUNTIME = 0x6;
GameLib.Component.CODER_RUNTIME = 0x7; GameLib.Component.CODER_RUNTIME = 0x7;
GameLib.Component.GetCompentType = function(constructor) { GameLib.Component.GetCompentTypes = function(constructor) {
console.log('todo: implement?');
if (constructor === GameLib.Component) {
}
}; };
/** /**
@ -23320,7 +23324,8 @@ GameLib.EntityManager.prototype.findEntities = function(components) {
/** /**
* Returns all actual components of all entities that contain this component * Returns all actual components of all entities that contain this component
* @param componentTypes (array of constructor or just a single constructor) * More efficient
* @param componentTypes (array of component types or a single component type)
*/ */
GameLib.EntityManager.prototype.queryComponents = function(componentTypes) { GameLib.EntityManager.prototype.queryComponents = function(componentTypes) {
@ -23347,6 +23352,37 @@ GameLib.EntityManager.prototype.queryComponents = function(componentTypes) {
return result; return result;
}; };
/**
* Slower way of retrieving objects
* @param constructors (array of constructors, or a constructor)
* @returns {*}
*/
GameLib.EntityManager.prototype.queryComponentsByConstructor = function(constructors) {
return Object.keys(this.idRegister).reduce(
function(result, componentId) {
if (constructors instanceof Array) {
constructors.map(
function(constructor) {
if (this.idRegister[componentId] instanceof constructor) {
result.push(this.idRegister[componentId]);
}
}.bind(this)
)
} else {
if (this.idRegister[componentId] instanceof constructors) {
result.push(this.idRegister[componentId]);
}
}
return result;
}.bind(this),
[]
);
};
/** /**
* Converts a GameLib.Entity to GameLib.API.Entity * Converts a GameLib.Entity to GameLib.API.Entity
* @returns {GameLib.API.EntityManager} * @returns {GameLib.API.EntityManager}
@ -26887,8 +26923,10 @@ GameLib.System.GUI.prototype.buildParentSelectionControl = function(folder, comp
var type = GameLib.Utils.UpperCaseUnderscore(property.replace('parent','')); var type = GameLib.Utils.UpperCaseUnderscore(property.replace('parent',''));
var componentType = GameLib.Component[type]; var componentType = GameLib.Component[type];
var options = GameLib.EntityManager.Instance.queryComponents(componentType).reduce( var constructor = GameLib.Component.GetComponentConstructor(componentType);
var options = GameLib.EntityManager.Instance.queryComponentsByConstructor(constructor).reduce(
function(result, object) { function(result, object) {
result[object.name] = object; result[object.name] = object;
return result; return result;
@ -27111,19 +27149,19 @@ GameLib.System.GUI.prototype.buildSelectControl = function(folder, componentTemp
/** /**
* We need to discover the constructor for this component * We need to discover the constructor for this component
*/ */
var constructor = null; var constructors = null;
if (componentTemplate.template[property]) { if (componentTemplate.template[property]) {
constructor = componentTemplate.template[property].constructor; constructors = componentTemplate.template[property].constructor;
} else { } else {
if (componentTemplate.template.linkedObjects[property]) { if (componentTemplate.template.linkedObjects[property]) {
constructor = componentTemplate.template.linkedObjects[property]; constructors = componentTemplate.template.linkedObjects[property];
} }
} }
var object = componentTemplate.template; var object = componentTemplate.template;
var objects = GameLib.EntityManager.Instance.queryComponents(constructor); var objects = GameLib.EntityManager.Instance.queryComponentsByConstructor(constructors);
var idObject = {}; var idObject = {};
@ -29113,7 +29151,7 @@ GameLib.System.Input.prototype.onKeyDown = function(event) {
if (event.code === 'Delete') { if (event.code === 'Delete') {
meshes = GameLib.EntityManager.Instance.queryComponents([GameLib.Component.MESH]); meshes = GameLib.EntityManager.Instance.queryComponentsByConstructor(GameLib.D3.Mesh);
var deletedMeshes = []; var deletedMeshes = [];
@ -29149,7 +29187,7 @@ GameLib.System.Input.prototype.onKeyDown = function(event) {
this.selectAll = !this.selectAll; this.selectAll = !this.selectAll;
meshes = GameLib.EntityManager.Instance.queryComponents([GameLib.Component.MESH]); meshes = GameLib.EntityManager.Instance.queryComponentsByConstructor(GameLib.D3.Mesh);
meshes.map(function(mesh){ meshes.map(function(mesh){
if (this.selectAll) { if (this.selectAll) {
@ -30220,10 +30258,11 @@ GameLib.System.Linking.prototype.instanceCreated = function(data) {
/** /**
* Check ALL components for 'parentScenes' - this is expensive so it checks the register directly * Check ALL components for 'parentScenes' - this is expensive so it checks the register directly
*/ */
GameLib.EntityManager.Instance.register.map(
function(component) { Object.keys(GameLib.EntityManager.Instance.idRegister).map(
if (component.parentScene === data.component.id) { function(componentId) {
component.parentScene = data.component; if (GameLib.EntityManager.Instance.idRegister[componentId].parentScene === data.component.id) {
GameLib.EntityManager.Instance.idRegister[componentId].parentScene = data.component;
} }
} }
); );
@ -30266,23 +30305,22 @@ GameLib.System.Linking.prototype.instanceCreated = function(data) {
* Also - it inspects the register directly instead of querying it twice (since it checks ALL components) * Also - it inspects the register directly instead of querying it twice (since it checks ALL components)
*/ */
if (!data.preventParentMeshCheck) { if (!data.preventParentMeshCheck) {
GameLib.EntityManager.Instance.register.map(
function (component) {
if (component.parentMesh &&
component.parentMesh === data.component.id ) {
component.parentMesh = data.component; Object.keys(GameLib.EntityManager.Instance.idRegister).map(
function(componentId) {
/** if (GameLib.EntityManager.Instance.idRegister[componentId].parentMesh === data.component.id) {
* Check if a component has this mesh as a parent GameLib.EntityManager.Instance.idRegister[componentId].parentMesh = data.component;
*/ }
if (component instanceof GameLib.D3.Mesh) { /**
component.setParentMesh(data.component); * Check if a component has this mesh as a parent
} */
if (GameLib.EntityManager.Instance.idRegister[componentId] instanceof GameLib.D3.Mesh) {
GameLib.EntityManager.Instance.idRegister[componentId].setParentMesh(data.component);
} }
} }
); );
}
}
} }

View File

@ -204,87 +204,88 @@ GameLib.Component.prototype.toString = function() {
return this.id; return this.id;
}; };
//GameLib.Component.PATH_FOLLOWING = 0x1; //GameLib.Component.PATH_FOLLOWING = 0x1;
GameLib.Component.MATERIAL = 0x2; GameLib.Component.MATERIAL = 0x2;
GameLib.Component.RENDERER = 0x3; GameLib.Component.RENDERER = 0x3;
//GameLib.Component.LOOK_AT = 0x4; //GameLib.Component.LOOK_AT = 0x4;
GameLib.Component.CAMERA = 0x5; GameLib.Component.CAMERA = 0x5;
//GameLib.Component.FOLLOW = 0x6; //GameLib.Component.FOLLOW = 0x6;
GameLib.Component.MESH = 0x7; GameLib.Component.MESH = 0x7;
GameLib.Component.SPLINE = 0x8; GameLib.Component.SPLINE = 0x8;
GameLib.Component.LIGHT = 0x9; GameLib.Component.LIGHT = 0x9;
//GameLib.Component.INPUT_DRIVE = 0xa; //GameLib.Component.INPUT_DRIVE = 0xa;
GameLib.Component.COMPOSER = 0xb; GameLib.Component.COMPOSER = 0xb;
GameLib.Component.RENDER_TARGET = 0xc; GameLib.Component.RENDER_TARGET = 0xc;
GameLib.Component.PASS = 0xd; GameLib.Component.PASS = 0xd;
GameLib.Component.SCENE = 0xe; GameLib.Component.SCENE = 0xe;
GameLib.Component.RAYCASTER = 0xf; GameLib.Component.RAYCASTER = 0xf;
//GameLib.Component.INPUT_EDITOR = 0x10; //GameLib.Component.INPUT_EDITOR = 0x10;
//GameLib.Component.EDITOR = 0x11; //GameLib.Component.EDITOR = 0x11;
GameLib.Component.VIEWPORT = 0x12; GameLib.Component.VIEWPORT = 0x12;
GameLib.Component.SYSTEM = 0x13; GameLib.Component.SYSTEM = 0x13;
GameLib.Component.GRAPHICS = 0x14; GameLib.Component.GRAPHICS = 0x14;
GameLib.Component.HELPER = 0x15; GameLib.Component.HELPER = 0x15;
GameLib.Component.CUSTOM_CODE = 0x16; GameLib.Component.CUSTOM_CODE = 0x16;
GameLib.Component.MOUSE = 0x17; GameLib.Component.MOUSE = 0x17;
GameLib.Component.SKELETON = 0x18; GameLib.Component.SKELETON = 0x18;
GameLib.Component.TEXTURE = 0x19; GameLib.Component.TEXTURE = 0x19;
GameLib.Component.ENTITY_MANAGER = 0x1a; GameLib.Component.ENTITY_MANAGER = 0x1a;
GameLib.Component.DOM_ELEMENT = 0x1b; GameLib.Component.DOM_ELEMENT = 0x1b;
//GameLib.Component.IMAGE_FACTORY = 0x1c; //GameLib.Component.IMAGE_FACTORY = 0x1c;
GameLib.Component.STATS = 0x1d; GameLib.Component.STATS = 0x1d;
GameLib.Component.GUI = 0x1e; GameLib.Component.GUI = 0x1e;
GameLib.Component.IMAGE = 0x1f; GameLib.Component.IMAGE = 0x1f;
GameLib.Component.ENTITY = 0x20; GameLib.Component.ENTITY = 0x20;
GameLib.Component.MESH_SPHERE = 0x21; GameLib.Component.MESH_SPHERE = 0x21;
GameLib.Component.MESH_PLANE = 0x22; GameLib.Component.MESH_PLANE = 0x22;
GameLib.Component.MESH_CURVE = 0x23; GameLib.Component.MESH_CURVE = 0x23;
GameLib.Component.PHYSICS_WORLD = 0x24; GameLib.Component.PHYSICS_WORLD = 0x24;
GameLib.Component.BROADPHASE = 0x25; GameLib.Component.BROADPHASE = 0x25;
GameLib.Component.SOLVER = 0x26; GameLib.Component.SOLVER = 0x26;
GameLib.Component.RIGID_BODY = 0x27; GameLib.Component.RIGID_BODY = 0x27;
GameLib.Component.SHAPE = 0x28; GameLib.Component.SHAPE = 0x28;
GameLib.Component.SHAPE_BOX = 0x29; GameLib.Component.SHAPE_BOX = 0x29;
GameLib.Component.SHAPE_SPHERE = 0x2a; GameLib.Component.SHAPE_SPHERE = 0x2a;
GameLib.Component.SHAPE_TRI_MESH = 0x2b; GameLib.Component.SHAPE_TRI_MESH = 0x2b;
GameLib.Component.SHAPE_CONVEX_HULL = 0x2c; GameLib.Component.SHAPE_CONVEX_HULL = 0x2c;
GameLib.Component.SHAPE_CONVEX_HULL_CYLINDER = 0x2d; GameLib.Component.SHAPE_CONVEX_HULL_CYLINDER = 0x2d;
GameLib.Component.SHAPE_HEIGHT_MAP = 0x2e; GameLib.Component.SHAPE_HEIGHT_MAP = 0x2e;
GameLib.Component.SHAPE_PLANE = 0x2f; GameLib.Component.SHAPE_PLANE = 0x2f;
GameLib.Component.CONTROLS = 0x30; GameLib.Component.CONTROLS = 0x30;
GameLib.Component.CONTROLS_EDITOR = 0x31; GameLib.Component.CONTROLS_EDITOR = 0x31;
GameLib.Component.CONTROLS_TOUCH = 0x32; GameLib.Component.CONTROLS_TOUCH = 0x32;
GameLib.Component.FRICTION_MATERIAL = 0x33; GameLib.Component.FRICTION_MATERIAL = 0x33;
GameLib.Component.FRICTION_CONTACT_MATERIAL = 0x34; GameLib.Component.FRICTION_CONTACT_MATERIAL = 0x34;
GameLib.Component.RAYCAST_VEHICLE = 0x35; GameLib.Component.RAYCAST_VEHICLE = 0x35;
GameLib.Component.RAYCAST_WHEEL = 0x36; GameLib.Component.RAYCAST_WHEEL = 0x36;
GameLib.Component.CLOCK = 0x37; GameLib.Component.CLOCK = 0x37;
GameLib.Component.ANIMATION = 0x38; GameLib.Component.ANIMATION = 0x38;
GameLib.Component.CONTROLS_KEYBOARD = 0x39; GameLib.Component.CONTROLS_KEYBOARD = 0x39;
GameLib.Component.CONTROLS_MOUSE = 0x3a; GameLib.Component.CONTROLS_MOUSE = 0x3a;
GameLib.Component.MESH_TEXT = 0x3b; GameLib.Component.MESH_TEXT = 0x3b;
GameLib.Component.FONT = 0x3c; GameLib.Component.FONT = 0x3c;
GameLib.Component.CANVAS = 0x3d; GameLib.Component.CANVAS = 0x3d;
GameLib.Component.BONE = 0x3e; GameLib.Component.BONE = 0x3e;
GameLib.Component.MESH_BOX = 0x3f; GameLib.Component.MESH_BOX = 0x3f;
GameLib.Component.MESH_CYLINDER = 0x40; GameLib.Component.MESH_CYLINDER = 0x40;
GameLib.Component.SYSTEM_ANIMATION = 0x41; GameLib.Component.SYSTEM_ANIMATION = 0x41;
GameLib.Component.SYSTEM_CUSTOM_CODE = 0x42; GameLib.Component.SYSTEM_CUSTOM_CODE = 0x42;
GameLib.Component.SYSTEM_GUI = 0x43; GameLib.Component.SYSTEM_GUI = 0x43;
GameLib.Component.SYSTEM_INPUT = 0x44; GameLib.Component.SYSTEM_INPUT = 0x44;
GameLib.Component.SYSTEM_LINKING = 0x45; GameLib.Component.SYSTEM_LINKING = 0x45;
GameLib.Component.SYSTEM_PHYSICS = 0x46; GameLib.Component.SYSTEM_PHYSICS = 0x46;
GameLib.Component.SYSTEM_RENDER = 0x47; GameLib.Component.SYSTEM_RENDER = 0x47;
GameLib.Component.SYSTEM_STORAGE = 0x48; GameLib.Component.SYSTEM_STORAGE = 0x48;
GameLib.Component.SYSTEM_VISUALIZATION = 0x49; GameLib.Component.SYSTEM_VISUALIZATION = 0x49;
GameLib.Component.FOG = 0x50; GameLib.Component.FOG = 0x50;
GameLib.Component.MESH_LINE = 0x51; GameLib.Component.MESH_LINE = 0x51;
GameLib.Component.PARTICLE_ENGINE = 0x52; GameLib.Component.PARTICLE_ENGINE = 0x52;
GameLib.Component.SYSTEM_PARTICLE = 0x53; GameLib.Component.SYSTEM_PARTICLE = 0x53;
GameLib.Component.PARTICLE = 0x54; GameLib.Component.PARTICLE = 0x54;
GameLib.Component.AUDIO = 0x55; GameLib.Component.AUDIO = 0x55;
GameLib.Component.SYSTEM_AUDIO = 0x56; GameLib.Component.SYSTEM_AUDIO = 0x56;
GameLib.Component.CAST = 0x57; GameLib.Component.CAST = 0x57;
GameLib.Component.MAX_COMPONENTS = 0x58;
GameLib.Component.GRAPHICS_RUNTIME = 0x1; GameLib.Component.GRAPHICS_RUNTIME = 0x1;
GameLib.Component.PHYSICS_RUNTIME = 0x2; GameLib.Component.PHYSICS_RUNTIME = 0x2;
@ -294,8 +295,11 @@ GameLib.Component.DEFAULT_RUNTIME = 0x5;
GameLib.Component.GUI_RUNTIME = 0x6; GameLib.Component.GUI_RUNTIME = 0x6;
GameLib.Component.CODER_RUNTIME = 0x7; GameLib.Component.CODER_RUNTIME = 0x7;
GameLib.Component.GetCompentType = function(constructor) { GameLib.Component.GetCompentTypes = function(constructor) {
console.log('todo: implement?');
if (constructor === GameLib.Component) {
}
}; };
/** /**

View File

@ -285,7 +285,8 @@ GameLib.EntityManager.prototype.findEntities = function(components) {
/** /**
* Returns all actual components of all entities that contain this component * Returns all actual components of all entities that contain this component
* @param componentTypes (array of constructor or just a single constructor) * More efficient
* @param componentTypes (array of component types or a single component type)
*/ */
GameLib.EntityManager.prototype.queryComponents = function(componentTypes) { GameLib.EntityManager.prototype.queryComponents = function(componentTypes) {
@ -312,6 +313,37 @@ GameLib.EntityManager.prototype.queryComponents = function(componentTypes) {
return result; return result;
}; };
/**
* Slower way of retrieving objects
* @param constructors (array of constructors, or a constructor)
* @returns {*}
*/
GameLib.EntityManager.prototype.queryComponentsByConstructor = function(constructors) {
return Object.keys(this.idRegister).reduce(
function(result, componentId) {
if (constructors instanceof Array) {
constructors.map(
function(constructor) {
if (this.idRegister[componentId] instanceof constructor) {
result.push(this.idRegister[componentId]);
}
}.bind(this)
)
} else {
if (this.idRegister[componentId] instanceof constructors) {
result.push(this.idRegister[componentId]);
}
}
return result;
}.bind(this),
[]
);
};
/** /**
* Converts a GameLib.Entity to GameLib.API.Entity * Converts a GameLib.Entity to GameLib.API.Entity
* @returns {GameLib.API.EntityManager} * @returns {GameLib.API.EntityManager}

View File

@ -383,8 +383,10 @@ GameLib.System.GUI.prototype.buildParentSelectionControl = function(folder, comp
var type = GameLib.Utils.UpperCaseUnderscore(property.replace('parent','')); var type = GameLib.Utils.UpperCaseUnderscore(property.replace('parent',''));
var componentType = GameLib.Component[type]; var componentType = GameLib.Component[type];
var options = GameLib.EntityManager.Instance.queryComponents(componentType).reduce( var constructor = GameLib.Component.GetComponentConstructor(componentType);
var options = GameLib.EntityManager.Instance.queryComponentsByConstructor(constructor).reduce(
function(result, object) { function(result, object) {
result[object.name] = object; result[object.name] = object;
return result; return result;
@ -607,19 +609,19 @@ GameLib.System.GUI.prototype.buildSelectControl = function(folder, componentTemp
/** /**
* We need to discover the constructor for this component * We need to discover the constructor for this component
*/ */
var constructor = null; var constructors = null;
if (componentTemplate.template[property]) { if (componentTemplate.template[property]) {
constructor = componentTemplate.template[property].constructor; constructors = componentTemplate.template[property].constructor;
} else { } else {
if (componentTemplate.template.linkedObjects[property]) { if (componentTemplate.template.linkedObjects[property]) {
constructor = componentTemplate.template.linkedObjects[property]; constructors = componentTemplate.template.linkedObjects[property];
} }
} }
var object = componentTemplate.template; var object = componentTemplate.template;
var objects = GameLib.EntityManager.Instance.queryComponents(constructor); var objects = GameLib.EntityManager.Instance.queryComponentsByConstructor(constructors);
var idObject = {}; var idObject = {};

View File

@ -756,7 +756,7 @@ GameLib.System.Input.prototype.onKeyDown = function(event) {
if (event.code === 'Delete') { if (event.code === 'Delete') {
meshes = GameLib.EntityManager.Instance.queryComponents([GameLib.Component.MESH]); meshes = GameLib.EntityManager.Instance.queryComponentsByConstructor(GameLib.D3.Mesh);
var deletedMeshes = []; var deletedMeshes = [];
@ -792,7 +792,7 @@ GameLib.System.Input.prototype.onKeyDown = function(event) {
this.selectAll = !this.selectAll; this.selectAll = !this.selectAll;
meshes = GameLib.EntityManager.Instance.queryComponents([GameLib.Component.MESH]); meshes = GameLib.EntityManager.Instance.queryComponentsByConstructor(GameLib.D3.Mesh);
meshes.map(function(mesh){ meshes.map(function(mesh){
if (this.selectAll) { if (this.selectAll) {

View File

@ -606,10 +606,11 @@ GameLib.System.Linking.prototype.instanceCreated = function(data) {
/** /**
* Check ALL components for 'parentScenes' - this is expensive so it checks the register directly * Check ALL components for 'parentScenes' - this is expensive so it checks the register directly
*/ */
GameLib.EntityManager.Instance.register.map(
function(component) { Object.keys(GameLib.EntityManager.Instance.idRegister).map(
if (component.parentScene === data.component.id) { function(componentId) {
component.parentScene = data.component; if (GameLib.EntityManager.Instance.idRegister[componentId].parentScene === data.component.id) {
GameLib.EntityManager.Instance.idRegister[componentId].parentScene = data.component;
} }
} }
); );
@ -652,23 +653,22 @@ GameLib.System.Linking.prototype.instanceCreated = function(data) {
* Also - it inspects the register directly instead of querying it twice (since it checks ALL components) * Also - it inspects the register directly instead of querying it twice (since it checks ALL components)
*/ */
if (!data.preventParentMeshCheck) { if (!data.preventParentMeshCheck) {
GameLib.EntityManager.Instance.register.map(
function (component) {
if (component.parentMesh &&
component.parentMesh === data.component.id ) {
component.parentMesh = data.component; Object.keys(GameLib.EntityManager.Instance.idRegister).map(
function(componentId) {
/** if (GameLib.EntityManager.Instance.idRegister[componentId].parentMesh === data.component.id) {
* Check if a component has this mesh as a parent GameLib.EntityManager.Instance.idRegister[componentId].parentMesh = data.component;
*/ }
if (component instanceof GameLib.D3.Mesh) { /**
component.setParentMesh(data.component); * Check if a component has this mesh as a parent
} */
if (GameLib.EntityManager.Instance.idRegister[componentId] instanceof GameLib.D3.Mesh) {
GameLib.EntityManager.Instance.idRegister[componentId].setParentMesh(data.component);
} }
} }
); );
}
}
} }