I would actually use EC_DynamicComponent. With this you can create a component, define it all kinds of attributes on the fly and set their values. Its kind of a neat "I'll just put my data hear" component, it will save to txml so the data is persistent.
You can add/edit/remove the attributes from the entity editor by right clicking the component or from javascript code: var dataComp = someEntity.GetOrCreateComponent("EC_DynamicComponent", "MyData"); if (!dataComp.HasAttribute("materialList")) dataComp.CreateAttribute("qvariantlist", "materialList"); if (!dataComp.HasAttribute("materialList")) dataComp.CreateAttribute("real", "targetDistance"); if (!dataComp.HasAttribute("logicEnabled")) dataComp.CreateAttribute("bool", "logicEnabled"); if (!dataComp.HasAttribute("targetOffset")) dataComp.CreateAttribute("float3", "targetOffset"); var targetDist = 12 * x / 2; dataComp.SetAttribute("materialList", [ "my.material", "whee whoo", " http://assets.com/second.material"]); dataComp.SetAttribute("materialList", targetDist); dataComp.SetAttribute("logicEnabled", (targetDist > 1 ? true : false)); dataComp.SetAttribute("targetOffset", new float3(10, 5, -1.33)); // Later in the code using it var dataComp = someEntity.GetOrCreateComponent("EC_DynamicComponent", "MyData"); if (dataComp.GetAttribute("logicEnabled")) { targetEnt.placeable.WorldPosition().Add(dataComp.GetAttribute(" targetOffset")); // etc... } Best regards, Jonne Nauha Adminotech developer On Wed, Sep 26, 2012 at 10:03 PM, Toni Alatalo <t...@playsign.net> wrote: > On Sep 26, 2012, at 9:08 PM, Peter C. wrote: > > I was wondering if anyone had any knowledge of how to implement a entity > component with an array of groups of properties. I'm trying to implement an > ogre terrain entity component, however in order to properly implement it, I > need to implement an array that can be expanded as needed of groups of > textures/materials. I was wondering if A. this functionality was possible > in RealXtend, > > > EC_Mesh has an array of materials in the attributes, > in > https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/EC_Mesh.h#L161 > > /// Mesh material asset reference list, material requests are handled > automatically. > Q_PROPERTY(AssetReferenceList meshMaterial READ getmeshMaterial WRITE > setmeshMaterial); > DEFINE_QPROPERTY_ATTRIBUTE(AssetReferenceList, meshMaterial); > > > Peter > > > ~Toni > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org