159 lines
3.6 KiB
JavaScript
159 lines
3.6 KiB
JavaScript
GameLib.D3.Entity = function Entity(
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id,
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name,
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ids,
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position,
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quaternion,
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scale
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) {
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this.id = id;
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if (GameLib.D3.Utils.UndefinedOrNull(name)) {
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name = this.constructor.name;
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}
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this.name = name;
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if (GameLib.D3.Utils.UndefinedOrNull(ids)) {
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ids = [];
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}
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this.ids = ids;
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// constructed at runtime
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this.parentScene = null;
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this.mesh = null;
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if(GameLib.D3.Utils.UndefinedOrNull(position)) {
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position = new GameLib.D3.Vector3(0, 0, 0);
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}
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this.position = position;
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if(GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
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quaternion = new GameLib.D3.Vector4(0, 0, 0, 1);
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}
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this.quaternion = quaternion;
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if(GameLib.D3.Utils.UndefinedOrNull(scale)) {
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scale = new GameLib.D3.Vector3(1, 1, 1);
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}
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this.scale = scale;
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};
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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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deltaTime
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) {
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for(var c in this.ids) {
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var id = this.ids[c];
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var component = this.parentScene.idToComponent[id];
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if(component && component.onUpdate) {
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component.onUpdate(deltaTime, this);
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}
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}
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if(this.mesh) {
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this.mesh.position.set(this.position.x, this.position.y, this.position.z);
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this.mesh.quaternion.set(this.quaternion.x, this.quaternion.y, this.quaternion.z, this.quaternion.w);
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this.mesh.scale.set(this.scale.x, this.scale.y, this.scale.z);
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}
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this.onUpdate(deltaTime);
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};
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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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deltaTime
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) {
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for(var c in this.ids) {
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var id = this.ids[c];
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var component = this.parentScene.idToComponent[id];
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if(component && component.onLateUpdate) {
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component.onLateUpdate(deltaTime, this);
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}
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}
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this.onLateUpdate(deltaTime);
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};
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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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parentScene
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) {
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this.parentScene = parentScene;
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if(this.id != null && parentScene.meshIdToMesh[this.id]) {
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parentScene.instance.add(parentScene.meshIdToMesh[this.id]);
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this.mesh = parentScene.meshIdToMesh[this.id];
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}
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this.onRegistered(parentScene);
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};
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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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/**
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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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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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this.ids.push(component.id);
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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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};
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GameLib.D3.Entity.prototype.getComponent = function(
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componentType
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) {
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for(var c in this.ids) {
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var id = this.ids[c];
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var component = this.parentScene.idToComponent[id];
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if (component instanceof componentType) {
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return component;
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}
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}
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return null;
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};
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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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}; |