playcanvas
Version:
PlayCanvas WebGL game engine
515 lines (512 loc) • 22 kB
JavaScript
import { Debug } from '../core/debug.js';
import { guid } from '../core/guid.js';
import { GraphNode } from '../scene/graph-node.js';
import { getApplication } from './globals.js';
/**
* @import { AnimComponent } from './components/anim/component.js'
* @import { AnimationComponent } from './components/animation/component.js'
* @import { AppBase } from './app-base.js'
* @import { AudioListenerComponent } from './components/audio-listener/component.js'
* @import { ButtonComponent } from './components/button/component.js'
* @import { CameraComponent } from './components/camera/component.js'
* @import { CollisionComponent } from './components/collision/component.js'
* @import { Component } from './components/component.js'
* @import { ElementComponent } from './components/element/component.js'
* @import { GSplatComponent } from './components/gsplat/component.js'
* @import { LayoutChildComponent } from './components/layout-child/component.js'
* @import { LayoutGroupComponent } from './components/layout-group/component.js'
* @import { LightComponent } from './components/light/component.js'
* @import { ModelComponent } from './components/model/component.js'
* @import { ParticleSystemComponent } from './components/particle-system/component.js'
* @import { RenderComponent } from './components/render/component.js'
* @import { RigidBodyComponent } from './components/rigid-body/component.js'
* @import { ScreenComponent } from './components/screen/component.js'
* @import { ScriptComponent } from './components/script/component.js'
* @import { ScriptType } from './script/script-type.js'
* @import { ScrollViewComponent } from './components/scroll-view/component.js'
* @import { ScrollbarComponent } from './components/scrollbar/component.js'
* @import { SoundComponent } from './components/sound/component.js'
* @import { SpriteComponent } from './components/sprite/component.js'
*/ /**
* @param {Component} a - First object with `order` property.
* @param {Component} b - Second object with `order` property.
* @returns {number} A number indicating the relative position.
*/ const cmpStaticOrder = (a, b)=>a.constructor.order - b.constructor.order;
/**
* @param {Array<Component>} arr - Array to be sorted in place where each element contains
* an object with a static `order` property.
* @returns {Array<Component>} In place sorted array.
*/ const sortStaticOrder = (arr)=>arr.sort(cmpStaticOrder);
/**
* @type {GraphNode[]}
*/ const _enableList = [];
/**
* @type {Array<Array<Component>>}
*/ const tmpPool = [];
const getTempArray = ()=>{
return tmpPool.pop() ?? [];
};
/**
* @param {Array<Component>} a - Array to return back to pool.
*/ const releaseTempArray = (a)=>{
a.length = 0;
tmpPool.push(a);
};
/**
* The Entity is a core primitive of a PlayCanvas application. Generally speaking, any object in
* your application will be represented by an Entity, along with a set of {@link Component}s. Each
* component enables a particular capability. For example, the {@link RenderComponent} enables an
* entity to render a 3D model, and the {@link ScriptComponent} enables an entity to run code that
* implements custom behavior.
*
* Entity is a subclass of {@link GraphNode} which allows entities to form a tree-like hierarchy
* (based on parent/child relationships). The root of the entity hierarchy can be queried with
* {@link AppBase#root}. Entities inherit a 3D transform from {@link GraphNode} which allows them
* to be positioned, rotated and scaled.
*/ class Entity extends GraphNode {
static{
/**
* Fired after the entity is destroyed.
*
* @event
* @example
* entity.on('destroy', (e) => {
* console.log(`Entity ${e.name} has been destroyed`);
* });
*/ this.EVENT_DESTROY = 'destroy';
}
/**
* Create a new Entity.
*
* @param {string} [name] - The non-unique name of the entity, default is "Untitled".
* @param {AppBase} [app] - The application the entity belongs to, default is the current
* application.
* @example
* const entity = new pc.Entity();
*
* // Add a Component to the Entity
* entity.addComponent('camera', {
* fov: 45,
* nearClip: 1,
* farClip: 10000
* });
*
* // Add the Entity into the scene graph
* app.root.addChild(entity);
*
* // Move the entity
* entity.translate(10, 0, 0);
*
* // Or translate it by setting its position directly
* const p = entity.getPosition();
* entity.setPosition(p.x + 10, p.y, p.z);
*
* // Change the entity's rotation in local space
* const e = entity.getLocalEulerAngles();
* entity.setLocalEulerAngles(e.x, e.y + 90, e.z);
*
* // Or use rotateLocal
* entity.rotateLocal(0, 90, 0);
*/ constructor(name, app = getApplication()){
super(name), /**
* Component storage.
*
* @type {Object<string, Component>}
* @ignore
*/ this.c = {}, /**
* Used by component systems to speed up destruction.
*
* @type {boolean}
* @ignore
*/ this._destroying = false, /**
* @type {string|null}
* @private
*/ this._guid = null, /**
* Used to differentiate between the entities of a template root instance, which have it set to
* true, and the cloned instance entities (set to false).
*
* @type {boolean}
* @ignore
*/ this._template = false;
Debug.assert(app, 'Could not find current application');
this._app = app;
}
/**
* Create a new component and add it to the entity. Use this to add functionality to the entity
* like rendering a model, playing sounds and so on.
*
* @param {string} type - The name of the component to add. Valid strings are:
*
* - "anim" - see {@link AnimComponent}
* - "animation" - see {@link AnimationComponent}
* - "audiolistener" - see {@link AudioListenerComponent}
* - "button" - see {@link ButtonComponent}
* - "camera" - see {@link CameraComponent}
* - "collision" - see {@link CollisionComponent}
* - "element" - see {@link ElementComponent}
* - "gsplat" - see {@link GSplatComponent}
* - "layoutchild" - see {@link LayoutChildComponent}
* - "layoutgroup" - see {@link LayoutGroupComponent}
* - "light" - see {@link LightComponent}
* - "model" - see {@link ModelComponent}
* - "particlesystem" - see {@link ParticleSystemComponent}
* - "render" - see {@link RenderComponent}
* - "rigidbody" - see {@link RigidBodyComponent}
* - "screen" - see {@link ScreenComponent}
* - "script" - see {@link ScriptComponent}
* - "scrollbar" - see {@link ScrollbarComponent}
* - "scrollview" - see {@link ScrollViewComponent}
* - "sound" - see {@link SoundComponent}
* - "sprite" - see {@link SpriteComponent}
*
* @param {object} [data] - The initialization data for the specific component type. Refer to
* each specific component's API reference page for details on valid values for this parameter.
* @returns {Component|null} The new Component that was attached to the entity or null if there
* was an error.
* @example
* const entity = new pc.Entity();
*
* // Add a light component with default properties
* entity.addComponent("light");
*
* // Add a camera component with some specified properties
* entity.addComponent("camera", {
* fov: 45,
* clearColor: new pc.Color(1, 0, 0)
* });
*/ addComponent(type, data) {
const system = this._app.systems[type];
if (!system) {
Debug.error(`addComponent: System '${type}' doesn't exist`);
return null;
}
if (this.c[type]) {
Debug.warn(`addComponent: Entity already has '${type}' component`);
return null;
}
return system.addComponent(this, data);
}
/**
* Remove a component from the Entity.
*
* @param {string} type - The name of the Component type.
* @example
* const entity = new pc.Entity();
* entity.addComponent("light"); // add new light component
*
* entity.removeComponent("light"); // remove light component
*/ removeComponent(type) {
const system = this._app.systems[type];
if (!system) {
Debug.error(`removeComponent: System '${type}' doesn't exist`);
return;
}
if (!this.c[type]) {
Debug.warn(`removeComponent: Entity doesn't have '${type}' component`);
return;
}
system.removeComponent(this);
}
/**
* Search the entity and all of its descendants for the first component of specified type.
*
* @param {string} type - The name of the component type to retrieve.
* @returns {Component} A component of specified type, if the entity or any of its descendants
* has one. Returns undefined otherwise.
* @example
* // Get the first found light component in the hierarchy tree that starts with this entity
* const light = entity.findComponent("light");
*/ findComponent(type) {
const entity = this.findOne((entity)=>entity.c?.[type]);
return entity && entity.c[type];
}
/**
* Search the entity and all of its descendants for all components of specified type.
*
* @param {string} type - The name of the component type to retrieve.
* @returns {Component[]} All components of specified type in the entity or any of its
* descendants. Returns empty array if none found.
* @example
* // Get all light components in the hierarchy tree that starts with this entity
* const lights = entity.findComponents("light");
*/ findComponents(type) {
return this.find((entity)=>entity.c?.[type]).map((entity)=>entity.c[type]);
}
/**
* Search the entity and all of its descendants for the first script instance of specified type.
*
* @param {string|typeof ScriptType} nameOrType - The name or type of {@link ScriptType}.
* @returns {ScriptType|undefined} A script instance of specified type, if the entity or any of
* its descendants has one. Returns undefined otherwise.
* @example
* // Get the first found "playerController" instance in the hierarchy tree that starts with this entity
* const controller = entity.findScript("playerController");
*/ findScript(nameOrType) {
const entity = this.findOne((node)=>node.c?.script?.has(nameOrType));
return entity?.c.script.get(nameOrType);
}
/**
* Search the entity and all of its descendants for all script instances of specified type.
*
* @param {string|typeof ScriptType} nameOrType - The name or type of {@link ScriptType}.
* @returns {ScriptType[]} All script instances of specified type in the entity or any of its
* descendants. Returns empty array if none found.
* @example
* // Get all "playerController" instances in the hierarchy tree that starts with this entity
* const controllers = entity.findScripts("playerController");
*/ findScripts(nameOrType) {
const entities = this.find((node)=>node.c?.script?.has(nameOrType));
return entities.map((entity)=>entity.c.script.get(nameOrType));
}
/**
* Get the GUID value for this Entity.
*
* @returns {string} The GUID of the Entity.
* @ignore
*/ getGuid() {
// if the guid hasn't been set yet then set it now before returning it
if (!this._guid) {
this.setGuid(guid.create());
}
return this._guid;
}
/**
* Set the GUID value for this Entity. Note that it is unlikely that you should need to change
* the GUID value of an Entity at run-time. Doing so will corrupt the graph this Entity is in.
*
* @param {string} guid - The GUID to assign to the Entity.
* @ignore
*/ setGuid(guid) {
// remove current guid from entityIndex
const index = this._app._entityIndex;
if (this._guid) {
delete index[this._guid];
}
// add new guid to entityIndex
this._guid = guid;
index[this._guid] = this;
}
/**
* @param {GraphNode} node - The node to update.
* @param {boolean} enabled - Enable or disable the node.
* @protected
*/ _notifyHierarchyStateChanged(node, enabled) {
let enableFirst = false;
if (node === this && _enableList.length === 0) {
enableFirst = true;
}
node._beingEnabled = true;
node._onHierarchyStateChanged(enabled);
if (node._onHierarchyStatePostChanged) {
_enableList.push(node);
}
const c = node._children;
for(let i = 0, len = c.length; i < len; i++){
if (c[i]._enabled) {
this._notifyHierarchyStateChanged(c[i], enabled);
}
}
node._beingEnabled = false;
if (enableFirst) {
// do not cache the length here, as enableList may be added to during loop
for(let i = 0; i < _enableList.length; i++){
_enableList[i]._onHierarchyStatePostChanged();
}
_enableList.length = 0;
}
}
/**
* @param {boolean} enabled - Enable or disable the node.
* @protected
*/ _onHierarchyStateChanged(enabled) {
super._onHierarchyStateChanged(enabled);
const components = this._getSortedComponents();
for(let i = 0; i < components.length; i++){
const component = components[i];
if (component.enabled) {
if (enabled) {
component.onEnable();
} else {
component.onDisable();
}
}
}
releaseTempArray(components);
}
/** @private */ _onHierarchyStatePostChanged() {
// post enable all the components
const components = this._getSortedComponents();
for(let i = 0; i < components.length; i++){
components[i].onPostStateChange();
}
releaseTempArray(components);
}
/**
* Find a descendant of this entity with the GUID.
*
* @param {string} guid - The GUID to search for.
* @returns {Entity|null} The entity with the matching GUID or null if no entity is found.
*/ findByGuid(guid) {
if (this._guid === guid) return this;
const e = this._app._entityIndex[guid];
if (e && (e === this || e.isDescendantOf(this))) {
return e;
}
return null;
}
/**
* Destroy the entity and all of its descendants. First, all of the entity's components are
* disabled and then removed. Then, the entity is removed from the hierarchy. This is then
* repeated recursively for all descendants of the entity.
*
* The last thing the entity does is fire the `destroy` event.
*
* @example
* const firstChild = this.entity.children[0];
* firstChild.destroy(); // destroy child and all of its descendants
*/ destroy() {
this._destroying = true;
// Disable all enabled components first
for(const name in this.c){
this.c[name].enabled = false;
}
// Remove all components
for(const name in this.c){
this.c[name].system.removeComponent(this);
}
super.destroy();
// remove from entity index
if (this._guid) {
delete this._app._entityIndex[this._guid];
}
this._destroying = false;
}
/**
* Create a deep copy of the Entity. Duplicate the full Entity hierarchy, with all Components
* and all descendants. Note, this Entity is not in the hierarchy and must be added manually.
*
* @returns {this} A new Entity which is a deep copy of the original.
* @example
* const e = this.entity.clone();
*
* // Add clone as a sibling to the original
* this.entity.parent.addChild(e);
*/ clone() {
const duplicatedIdsMap = {};
const clone = this._cloneRecursively(duplicatedIdsMap);
duplicatedIdsMap[this.getGuid()] = clone;
resolveDuplicatedEntityReferenceProperties(this, this, clone, duplicatedIdsMap);
return clone;
}
_getSortedComponents() {
const components = this.c;
const sortedArray = getTempArray();
let needSort = 0;
for(const type in components){
if (components.hasOwnProperty(type)) {
const component = components[type];
needSort |= component.constructor.order !== 0;
sortedArray.push(component);
}
}
if (needSort && sortedArray.length > 1) {
sortStaticOrder(sortedArray);
}
return sortedArray;
}
/**
* @param {Object<string, Entity>} duplicatedIdsMap - A map of original entity GUIDs to cloned
* entities.
* @returns {this} A new Entity which is a deep copy of the original.
* @private
*/ _cloneRecursively(duplicatedIdsMap) {
/** @type {this} */ const clone = new this.constructor(undefined, this._app);
super._cloneInternal(clone);
for(const type in this.c){
const component = this.c[type];
component.system.cloneComponent(this, clone);
}
for(let i = 0; i < this._children.length; i++){
const oldChild = this._children[i];
if (oldChild instanceof Entity) {
const newChild = oldChild._cloneRecursively(duplicatedIdsMap);
clone.addChild(newChild);
duplicatedIdsMap[oldChild.getGuid()] = newChild;
}
}
return clone;
}
}
/**
* When an entity that has properties that contain references to other entities within its subtree
* is duplicated, the expectation of the user is likely that those properties will be updated to
* point to the corresponding entities within the newly-created duplicate subtree.
*
* To handle this, we need to search for properties that refer to entities within the old
* duplicated structure, find their newly-cloned partners within the new structure, and update the
* references accordingly. This function implements that requirement.
*
* @param {Entity} oldSubtreeRoot - The root of the duplicated entity subtree that is being
* resolved.
* @param {Entity} oldEntity - The entity within the old duplicated subtree that is being resolved.
* @param {Entity} newEntity - The entity within the new duplicated subtree that is being resolved.
* @param {Object<string, Entity>} duplicatedIdsMap - A map of original entity GUIDs to cloned
* entities.
* @private
*/ function resolveDuplicatedEntityReferenceProperties(oldSubtreeRoot, oldEntity, newEntity, duplicatedIdsMap) {
if (oldEntity instanceof Entity) {
const components = oldEntity.c;
// Handle component properties
for(const componentName in components){
const component = components[componentName];
const entityProperties = component.system.getPropertiesOfType('entity');
for(let i = 0, len = entityProperties.length; i < len; i++){
const propertyDescriptor = entityProperties[i];
const propertyName = propertyDescriptor.name;
const oldEntityReferenceId = component[propertyName];
const entityIsWithinOldSubtree = !!oldSubtreeRoot.findByGuid(oldEntityReferenceId);
if (entityIsWithinOldSubtree) {
const newEntityReferenceId = duplicatedIdsMap[oldEntityReferenceId].getGuid();
if (newEntityReferenceId) {
newEntity.c[componentName][propertyName] = newEntityReferenceId;
} else {
Debug.warn('Could not find corresponding entity id when resolving duplicated entity references');
}
}
}
}
// Handle entity script attributes
if (components.script) {
newEntity.script.resolveDuplicatedEntityReferenceProperties(components.script, duplicatedIdsMap);
}
// Handle entity render attributes
if (components.render) {
newEntity.render.resolveDuplicatedEntityReferenceProperties(components.render, duplicatedIdsMap);
}
// Handle entity button attributes
if (components.button) {
newEntity.button.resolveDuplicatedEntityReferenceProperties(components.button, duplicatedIdsMap);
}
// Handle entity scrollview attributes
if (components.scrollview) {
newEntity.scrollview.resolveDuplicatedEntityReferenceProperties(components.scrollview, duplicatedIdsMap);
}
// Handle entity scrollbar attributes
if (components.scrollbar) {
newEntity.scrollbar.resolveDuplicatedEntityReferenceProperties(components.scrollbar, duplicatedIdsMap);
}
// Handle entity anim attributes
if (components.anim) {
newEntity.anim.resolveDuplicatedEntityReferenceProperties(components.anim, duplicatedIdsMap);
}
// Recurse into children. Note that we continue to pass in the same `oldSubtreeRoot`, in
// order to correctly handle cases where a child has an entity reference field that points
// to a parent or other ancestor that is still within the duplicated subtree.
const _old = oldEntity.children.filter((e)=>e instanceof Entity);
const _new = newEntity.children.filter((e)=>e instanceof Entity);
for(let i = 0, len = _old.length; i < len; i++){
resolveDuplicatedEntityReferenceProperties(oldSubtreeRoot, _old[i], _new[i], duplicatedIdsMap);
}
}
}
export { Entity };