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August 29, 2015 14:07
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Tools for analysing javascript classes (tested on three.js)
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function generateClassTree(classObject){//eg: (THREE) => ["Object3D"={"Mesh":{"SkinnedMesh"}, "Camera"}] | |
var classNameTree = {}; | |
//pull out only class-like properties | |
var unpushedClasses = {}; | |
for(var className in classObject){ | |
if(classObject[className] instanceof Function) | |
unpushedClasses[className] = classObject[className]; | |
} | |
function addBranchToTree(branch){//eg (["Object3D", "Mesh", "Cube"]) | |
var ctx = classNameTree; | |
for(var i = 0; i < branch.length; i++){ | |
if(!ctx.hasOwnProperty(branch[i])) | |
ctx[branch[i]] = {}; | |
ctx = ctx[branch[i]]; | |
} | |
} | |
//for each class, find subclasses | |
function findSubclasses(ParentClass, withinObject){ | |
var result = {}; | |
for(var className in withinObject){ | |
var Class = withinObject[className]; | |
if(Class.prototype.__proto__ == ParentClass.prototype){ | |
result[className] = Class; | |
} | |
} | |
return result; | |
} | |
function iterate(branch){//['Object3D','Mesh'] | |
var topClassName = branch[branch.length - 1]; | |
var topClass = classObject[topClassName]; | |
addBranchToTree(branch); | |
delete unpushedClasses[topClassName]; | |
var subclasses = findSubclasses(topClass, unpushedClasses); | |
for(var subclassName in subclasses){ | |
iterate(branch.concat(subclassName)); | |
} | |
} | |
//find root classes | |
for(var className in unpushedClasses){ | |
var Class = unpushedClasses[className]; | |
if(Class.prototype.constructor === Class){ // || or Object? | |
iterate([className]); | |
} | |
} | |
return classNameTree; | |
} | |
function highestCommonClass(classNames, classTree){//eg: (["SkinnedMesh", "MorphBlendMesh"], classTree) => "Mesh" | |
var longestBranch = null; | |
function longestCommonBranchOfPair(a, b){ | |
var commonBranch = []; | |
var shortLen = a.length < b.length ? a.length : b.length; | |
for(var i = 0; i < shortLen; i++){ | |
if(a[i] === b[i]) commonBranch[i] = a[i]; | |
else break; | |
} | |
return commonBranch; | |
} | |
function iterate(obj, parentBranch){ | |
parentBranch = typeof parentBranch !== 'undefined' ? parentBranch : []; | |
for(var className in obj){ | |
var branch = parentBranch.concat(className); | |
//is the one of the target branches who's top classes are given in classNames? | |
var topClass = branch[branch.length - 1]; | |
if(classNames.indexOf(topClass) >= 0){ | |
longestBranch = longestBranch != null ? longestCommonBranchOfPair(branch, longestBranch) : branch; | |
} | |
var children = obj[className]; | |
iterate(children, branch); | |
} | |
} | |
iterate(classTree); | |
return longestBranch != null ? longestBranch[longestBranch.length - 1] : null; | |
} | |
function getClassName(obj, classObject){//eg: (new THREE.Scene(), THREE) => "Scene" | |
var objProto = Object.getPrototypeOf(obj); | |
//search through the classObject to see if we can find a matching class | |
for(var className in classObject){ | |
var Class = classObject[className]; | |
if(objProto === Class.prototype) return className; | |
} | |
} |
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