first loading seems ok

beta.r3js.org
-=yb4f310 2017-06-17 19:27:01 +02:00
parent 68a8eef4bb
commit 8e5c3d1d04
8 changed files with 225 additions and 79 deletions

View File

@ -93,7 +93,7 @@ GameLib.Utils.LoadIdsFromArrayToIdObject = function(array, idToObject) {
console.warn('Object with no ID passed: ' + object)
}
} else if (typeof object == 'string') {
} else if (typeof object === 'string') {
console.warn('Linked object found:' + object);
} else {
console.warn('Unhandled type of object: ', object);
@ -124,7 +124,7 @@ GameLib.Utils.LoadIdsFromObjectToIdObject = function(object, idToObject) {
} else {
console.warn('Object with no ID passed: ' + object)
}
} else if (typeof object == 'string') {
} else if (typeof object === 'string') {
console.warn('Linked object found:' + object);
} else {
console.warn('Unhandled type of object: ', object);
@ -133,10 +133,16 @@ GameLib.Utils.LoadIdsFromObjectToIdObject = function(object, idToObject) {
return idToObject;
};
/**
* Undefined or null check
* @param variable
* @returns {boolean}
* @constructor
*/
GameLib.Utils.UndefinedOrNull = function (
variable
) {
return typeof variable == 'undefined' || variable == null;
return typeof variable === 'undefined' || variable === null;
};
/**
@ -199,15 +205,6 @@ GameLib.Utils.Link = function(propertyString, idToObject, parentObject, id) {
}
};
GameLib.Utils.Raycast = function (
from,
to,
options,
world
) {
console.log("not implemented yet");
};
/**
* Generates a random ID
* @returns {string}

View File

@ -57,6 +57,15 @@ GameLib.Component.prototype.getDependencies = function() {
var dependencies = [];
for (var property in this.linkedObjects) {
// if (
// property === 'parentMesh' ||
// property === 'parentScene' ||
// property === 'parentEntity'
// ) {
// continue;
// }
//TODO array linked objects
if (this.linkedObjects.hasOwnProperty(property)){
if (this.hasOwnProperty(property)) {

View File

@ -30,6 +30,7 @@ GameLib.D3.Image = function(
this,
GameLib.Component.COMPONENT_IMAGE
);
};
GameLib.D3.Image.prototype = Object.create(GameLib.D3.API.Image.prototype);

View File

@ -147,13 +147,13 @@ GameLib.D3.Input.Editor.prototype.onKeyDown = function(entity, entityManager) {
if (mesh.selected) {
this.removeHelper(mesh, entity);
entity.removeComponent(mesh);
entity.buildIdToObject();
console.log('entity.buildIdToObject()');
gui.removeObject(mesh);
var scene = mesh.parentScene;
scene.removeObject(mesh);
scene.buildIdToObject();
console.log('scene.buildIdToObject()');
}
}.bind(this)
);

View File

@ -208,13 +208,29 @@ GameLib.D3.Scene.prototype.createInstance = function() {
instance.quaternion = this.quaternion.instance;
for (var im = 0; im < this.meshes.length; im++) {
instance.add(this.meshes[im].instance);
}
this.meshes.map(function(mesh){
if (mesh instanceof GameLib.D3.Mesh) {
if (GameLib.Utils.UndefinedOrNull(mesh.instance)){
console.warn('No mesh instance');
throw new Error('No mesh instance');
}
instance.add(mesh.instance);
} else {
console.log('Unable to add mesh which should be loaded at this point');
}
});
for (var l = 0; l < this.lights.length; l++) {
instance.add(this.lights[l].instance);
}
this.lights.map(function(light){
if (light instanceof GameLib.D3.Light) {
if (GameLib.Utils.UndefinedOrNull(light.instance)){
console.warn('No light instance');
throw new Error('No light instance');
}
instance.add(light.instance)
} else {
console.log('Unable to add light which should be loaded at this point');
}
});
return instance;
};
@ -327,6 +343,8 @@ GameLib.D3.Scene.prototype.addObject = function(object) {
if (this.instance) {
this.instance.add(object.instance);
} else {
console.warn('no scene instance');
}
@ -360,6 +378,8 @@ GameLib.D3.Scene.prototype.removeObject = function(object) {
if (this.instance) {
this.instance.remove(object.instance);
} else {
console.warn('no scene instance');
}
if (object.parentScene === this) {

View File

@ -25,6 +25,8 @@ GameLib.EntityManager = function() {
this.subscriptions = [];
this.register = {};
this.registerCallbacks();
};
@ -378,80 +380,175 @@ GameLib.EntityManager.prototype.onParentEntityChange = function(data) {
};
GameLib.EntityManager.prototype.link = function(component, data) {
for (var property in component.linkedObjects) {
if (component.linkedObjects.hasOwnProperty(property)) {
if (component.linkedObjects[property] instanceof Array) {
component[property] = component[property].map(function (entry) {
if (entry === data.component.id) {
return data.component;
} else {
return entry;
}
});
} else {
if (component[property] &&
component[property] === data.component.id) {
component[property] = data.component;
}
}
}
}
};
GameLib.EntityManager.prototype.componentCreated = function(data) {
console.log('component created : ' + data.component.name);
console.log('component created : ' + data.component.name);
/**
* If we notify ourselves - ignore it
*/
if (data.component === this) {
return;
}
/**
* If we notify ourselves - ignore it
*/
if (data.component === this) {
return;
}
/**
* Store this component into our 'loaded' list
*/
this.loaded.push(data.component);
/**
* Store this component into our 'loaded' list
*/
this.loaded.push(data.component);
/**
* Store the dependencies too
*/
data.component.dependencies.map(function(id) {
/**
* Store the dependencies too
*/
data.component.dependencies.map(function(id) {
if (GameLib.Utils.UndefinedOrNull(this.dependencies[id])) {
this.dependencies[id] = [];
}
/**
* Check if we already processed a component on which this component is dependent
*/
if (this.register.hasOwnProperty(id)) {
this.dependencies[id].push(data.component);
console.log('found a component here');
}.bind(this));
/**
* First add this to the 'idToObject'
*/
data.component.idToObject[id] = this.register[id];
/**
* Now find all the dependencies of this component
*/
var dependencies = this.dependencies[data.component.id];
if (GameLib.Utils.UndefinedOrNull(dependencies)) {
/**
* Remove this dependency from the dependency list
*/
var index = data.component.dependencies.indexOf(id);
if (index === -1) {
console.log('failed to locate dependency which should exist');
}
data.component.dependencies.splice(index, 1);
/**
* We have no dependencies, so mark our component as loaded and create an instance
*/
data.component.loaded = true;
data.component.instance = data.component.createInstance();
/**
* Now link the component
*/
this.link(data.component, {component:this.register[id]});
/**
* If we have none, we are done and can exit
*/
return;
}
} else {
/**
* Otherwise, now - for each dependency - update 'idToObject' and check if its loaded
*/
dependencies.map(function(component){
component.idToObject[data.component.id] = data.component;
if (GameLib.Utils.UndefinedOrNull(this.dependencies[id])) {
this.dependencies[id] = [];
}
var loaded = true;
/**
* Don't store duplicate dependencies
*/
if (this.dependencies[id].indexOf(data.component === -1)) {
this.dependencies[id].push(data.component);
}
}
for (var property in component.idToObject) {
if (
component.idToObject.hasOwnProperty(property) &&
component.idToObject[property] === null
) {
loaded = false
}
}
}.bind(this));
component.loaded = loaded;
/**
* Now find all the components which depend on this component
*/
if (GameLib.Utils.UndefinedOrNull(this.dependencies[data.component.id])) {
if (component.loaded) {
/**
* Our component is fully loaded, time to create an instance of it
*/
component.instance = component.createInstance();
}
/**
* We don't know about any dependencies on this object - but maybe a component still
* has to load which has dependencies to this object
*/
this.register[data.component.id] = data.component;
} else {
})
/**
* Otherwise, now - for each dependency - update 'idToObject' and check if its loaded
*/
this.dependencies[data.component.id] = this.dependencies[data.component.id].reduce(
function (result, component) {
/**
* Link the object to the component
*/
component.idToObject[data.component.id] = data.component;
/**
* Remove the actual dependency
*/
var index = component.dependencies.indexOf(data.component.id);
if (index === -1) {
console.warn('dependency mismatch');
} else {
component.dependencies.splice(index, 1);
}
/**
* Find the actual place where this object should be linked - and link them
*/
this.link(component, data);
/**
* If we now managed to link the objects, and this object has no more dependencies
*/
if (component.dependencies.length === 0) {
component.loaded = true;
}
/**
* Also remove this from the current dependency list
*/
return result;
}.bind(this),
[]
);
delete this.dependencies[data.component.id];
}
/**
* Now if this new component has no dependencies, load it
*/
if (data.component.dependencies.length === 0) {
data.component.loaded = true;
}
/**
* Now check if all components are loaded, i.e., no more dependencies - if so - create their instance objects
*/
var loaded = true;
for (var i = 0; i < this.loaded.length; i++) {
if (!this.loaded[i].loaded) {
loaded = false;
break
}
}
/**
* All components loaded
*/
if (loaded) {
this.loaded.map(function(component){
component.instance = component.createInstance();
});
this.loaded = [];
}
};

View File

@ -878,7 +878,7 @@ GameLib.GUI.prototype.buildSelectControl = function(folder, object, property, en
/**
* Properties changed - rebuild the object list in the parent
*/
parentObject.buildIdToObject();
console.log('parentObject.buildIdToObject();');
/**
* Properties changed - rebuild GUI

View File

@ -245,13 +245,20 @@ GameLib.System.prototype.update = function(deltaTime) {
function(renderEntity) {
var stats = renderEntity.getFirstComponent(GameLib.D3.Stats);
stats.instance.begin();
if (!stats.instance) {
return;
}
var renderer = renderEntity.getFirstComponent(GameLib.D3.Renderer);
var camera = renderEntity.getFirstComponent(GameLib.D3.Camera);
var viewports = renderEntity.getComponents(GameLib.D3.Viewport);
var scenes = renderEntity.getComponents(GameLib.D3.Scene);
if (!renderer.instance) {
return;
}
if (viewports.length > 1) {
renderer.instance.autoClear = false;
}
@ -273,12 +280,27 @@ GameLib.System.prototype.update = function(deltaTime) {
);
function renderScene(scene) {
if (!scene.instance) {
return;
}
if (scene.activeCamera) {
if (!scene.activeCamera.instance) {
return;
}
renderer.instance.render(
scene.instance,
scene.activeCamera.instance
);
} else {
if (!camera.instance) {
return;
}
renderer.instance.render(
scene.instance,
camera.instance