2025-01-21 05:31:07 +03:00

156 lines
6.3 KiB
Lua

-- Standard components OOP wrappers (__index tables of metatables)
local Transform = {__index={
get_pos=function(self) return __transform.get_pos(self.eid) end,
set_pos=function(self, v) return __transform.set_pos(self.eid, v) end,
get_size=function(self) return __transform.get_size(self.eid) end,
set_size=function(self, v) return __transform.set_size(self.eid, v) end,
get_rot=function(self) return __transform.get_rot(self.eid) end,
set_rot=function(self, m) return __transform.set_rot(self.eid, m) end,
}}
local function new_Transform(eid)
return setmetatable({eid=eid}, Transform)
end
local Rigidbody = {__index={
is_enabled=function(self) return __rigidbody.is_enabled(self.eid) end,
set_enabled=function(self, b) return __rigidbody.set_enabled(self.eid, b) end,
get_vel=function(self) return __rigidbody.get_vel(self.eid) end,
set_vel=function(self, v) return __rigidbody.set_vel(self.eid, v) end,
get_size=function(self) return __rigidbody.get_size(self.eid) end,
set_size=function(self, v) return __rigidbody.set_size(self.eid, v) end,
get_gravity_scale=function(self) return __rigidbody.get_gravity_scale(self.eid) end,
set_gravity_scale=function(self, s) return __rigidbody.set_gravity_scale(self.eid, s) end,
get_linear_damping=function(self) return __rigidbody.get_linear_damping(self.eid) end,
set_linear_damping=function(self, f) return __rigidbody.set_linear_damping(self.eid, f) end,
is_vdamping=function(self) return __rigidbody.is_vdamping(self.eid) end,
set_vdamping=function(self, b) return __rigidbody.set_vdamping(self.eid, b) end,
is_grounded=function(self) return __rigidbody.is_grounded(self.eid) end,
is_crouching=function(self) return __rigidbody.is_crouching(self.eid) end,
set_crouching=function(self, b) return __rigidbody.set_crouching(self.eid, b) end,
get_body_type=function(self) return __rigidbody.get_body_type(self.eid) end,
set_body_type=function(self, s) return __rigidbody.set_body_type(self.eid, s) end,
}}
local function new_Rigidbody(eid)
return setmetatable({eid=eid}, Rigidbody)
end
local Skeleton = {__index={
get_model=function(self, i) return __skeleton.get_model(self.eid, i) end,
set_model=function(self, i, s) return __skeleton.set_model(self.eid, i, s) end,
get_matrix=function(self, i) return __skeleton.get_matrix(self.eid, i) end,
set_matrix=function(self, i, m) return __skeleton.set_matrix(self.eid, i, m) end,
get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) end,
set_texture=function(self, s, s2) return __skeleton.set_texture(self.eid, s, s2) end,
index=function(self, s) return __skeleton.index(self.eid, s) end,
is_visible=function(self, i) return __skeleton.is_visible(self.eid, i) end,
set_visible=function(self, i, b) return __skeleton.set_visible(self.eid, i, b) end,
get_color=function(self) return __skeleton.get_color(self.eid) end,
set_color=function(self, color) return __skeleton.set_color(self.eid, color) end,
set_interpolated=function(self, b) return __skeleton.set_interpolated(self.eid, b) end,
}}
local function new_Skeleton(eid)
return setmetatable({eid=eid}, Skeleton)
end
-- Entity class
local Entity = {__index={
despawn=function(self) return entities.despawn(self.eid) end,
get_skeleton=function(self) return entities.get_skeleton(self.eid) end,
set_skeleton=function(self, s) return entities.set_skeleton(self.eid, s) end,
get_component=function(self, name) return self.components[name] end,
has_component=function(self, name) return self.components[name] ~= nil end,
get_uid=function(self) return self.eid end,
def_index=function(self) return entities.get_def(self.eid) end,
def_name=function(self) return entities.def_name(entities.get_def(self.eid)) end,
get_player=function(self) return entities.get_player(self.eid) end,
set_enabled=function(self, name, flag)
local comp = self.components[name]
if comp then
if flag then
if comp.__disabled and comp.on_enable then
comp.on_enable()
end
comp.__disabled = nil
else
if not comp.__disabled and comp.on_disable then
comp.on_disable()
end
comp.__disabled = true
end
end
end,
}}
local entities = {}
return {
new_Entity = function(eid)
local entity = setmetatable({eid=eid}, Entity)
entity.transform = new_Transform(eid)
entity.rigidbody = new_Rigidbody(eid)
entity.skeleton = new_Skeleton(eid)
entity.components = {}
entities[eid] = entity;
return entity
end,
get_Entity = function(eid)
return entities[eid]
end,
remove_Entity = function(eid)
local entity = entities[eid]
if entity then
entity.components = nil
entities[eid] = nil;
end
end,
update = function(tps, parts, part)
for uid, entity in pairs(entities) do
if uid % parts ~= part then
goto continue
end
for _, component in pairs(entity.components) do
local callback = component.on_update
if not component.__disabled and callback then
local result, err = pcall(callback, tps)
if err then
debug.error(err)
end
end
end
::continue::
end
end,
render = function(delta)
for _,entity in pairs(entities) do
for _, component in pairs(entity.components) do
local callback = component.on_render
if not component.__disabled and callback then
local result, err = pcall(callback, delta)
if err then
debug.error(err)
end
end
end
end
end,
get_all = function(uids)
if uids == nil then
return entities
else
local values = {}
for _, uid in ipairs(uids) do
values[uid] = entities[uid]
end
return values
end
end,
__reset = function()
entities = {}
end
}