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getJSComponent fails if called immediately after createChildPrefab #991

bitonator 9 år sedan
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451b7f3165
3 ändrade filer med 1073 tillägg och 0 borttagningar
  1. 561 0
      JSComponent.cpp
  2. 152 0
      JSComponent.h
  3. 360 0
      JSScene.cpp

+ 561 - 0
JSComponent.cpp

@@ -0,0 +1,561 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#include <Atomic/IO/Log.h>
+#include <Atomic/IO/FileSystem.h>
+#include <Atomic/Core/Context.h>
+#include <Atomic/Resource/ResourceCache.h>
+
+#ifdef ATOMIC_PHYSICS
+#include <Atomic/Physics/PhysicsEvents.h>
+#include <Atomic/Physics/PhysicsWorld.h>
+#endif
+#include <Atomic/Scene/Scene.h>
+#include <Atomic/Scene/SceneEvents.h>
+
+#include "JSVM.h"
+#include "JSComponentFile.h"
+#include "JSComponent.h"
+
+namespace Atomic
+{
+
+extern const char* LOGIC_CATEGORY;
+
+class JSComponentFactory : public ObjectFactory
+{
+    ATOMIC_REFCOUNTED(JSComponentFactory)
+
+public:
+    /// Construct.
+    JSComponentFactory(Context* context) :
+        ObjectFactory(context)
+    {
+        typeInfo_ = JSComponent::GetTypeInfoStatic();
+    }
+
+    /// Create an object of the specific type.
+    SharedPtr<Object> CreateObject(const XMLElement& source = XMLElement::EMPTY)
+    {
+
+        // if in editor, just create the JSComponent
+        if (context_->GetEditorContext())
+        {
+            return SharedPtr<Object>(new JSComponent(context_));
+        }
+
+        // At runtime, a XML JSComponent may refer to a "scriptClass"
+        // component which is new'd in JS and creates the component itself
+        // we peek ahead here to see if we have a JSComponentFile and if it is a script class
+
+        String componentRef;
+
+        if (source != XMLElement::EMPTY)
+        {
+            XMLElement attrElem = source.GetChild("attribute");
+
+            while (attrElem)
+            {
+                if (attrElem.GetAttribute("name") == "ComponentFile")
+                {
+                    componentRef = attrElem.GetAttribute("value");
+                    break;
+                }
+
+                attrElem = attrElem.GetNext("attribute");
+            }
+        }
+
+        SharedPtr<Object> ptr;
+
+        if (componentRef.Length())
+        {
+            Vector<String> split = componentRef.Split(';');
+
+            if (split.Size() == 2)
+            {
+                ResourceCache* cache = context_->GetSubsystem<ResourceCache>();
+                JSComponentFile* componentFile = cache->GetResource<JSComponentFile>(split[1]);
+                if (componentFile)
+                    ptr = componentFile->CreateJSComponent();
+                else
+                {
+                    ATOMIC_LOGERRORF("Unable to load component file %s", split[1].CString());
+                }
+            }
+
+        }
+
+        if (ptr.Null())
+        {
+            ptr = new JSComponent(context_);
+        }
+
+        return ptr;
+
+    }
+};
+
+
+JSComponent::JSComponent(Context* context) :
+    ScriptComponent(context),
+    updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
+    currentEventMask_(0),
+    instanceInitialized_(false),
+    started_(false),
+    destroyed_(false),
+    scriptClassInstance_(false),
+    delayedStartCalled_(false),
+    loading_(false)
+{
+    vm_ = JSVM::GetJSVM(NULL);
+}
+
+JSComponent::~JSComponent()
+{
+
+}
+
+void JSComponent::RegisterObject(Context* context)
+{
+    context->RegisterFactory( new JSComponentFactory(context), LOGIC_CATEGORY);
+    ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("ComponentFile", GetComponentFileAttr, SetComponentFileAttr, ResourceRef, ResourceRef(JSComponentFile::GetTypeStatic()), AM_DEFAULT);
+    ATOMIC_COPY_BASE_ATTRIBUTES(ScriptComponent);
+}
+
+void JSComponent::OnSetEnabled()
+{
+    UpdateEventSubscription();
+}
+
+void JSComponent::SetUpdateEventMask(unsigned char mask)
+{
+    if (updateEventMask_ != mask)
+    {
+        updateEventMask_ = mask;
+        UpdateEventSubscription();
+    }
+}
+
+void JSComponent::ApplyAttributes()
+{
+}
+
+bool JSComponent::IsInstanceInitialized() {
+	return instanceInitialized_;
+}
+
+void JSComponent::InitInstance(bool hasArgs, int argIdx)
+{
+    if (context_->GetEditorContext() || componentFile_.Null())
+        return;
+
+    duk_context* ctx = vm_->GetJSContext();
+
+    duk_idx_t top = duk_get_top(ctx);
+
+    // apply fields
+
+    const FieldMap& fields = componentFile_->GetFields();
+
+    if (fields.Size())
+    {
+        // push self
+        js_push_class_object_instance(ctx, this, "JSComponent");
+
+        FieldMap::ConstIterator itr = fields.Begin();
+        while (itr != fields.End())
+        {
+            if (fieldValues_.Contains(itr->first_))
+            {
+                Variant& v = fieldValues_[itr->first_];
+
+                if (v.GetType() == itr->second_)
+                {
+                    js_push_variant(ctx, v);
+                    duk_put_prop_string(ctx, -2, itr->first_.CString());
+                }
+            }
+            else
+            {
+                Variant v;
+                componentFile_->GetDefaultFieldValue(itr->first_, v);
+                js_push_variant(ctx,  v);
+                duk_put_prop_string(ctx, -2, itr->first_.CString());
+            }
+
+            itr++;
+        }
+
+        // pop self
+        duk_pop(ctx);
+    }
+
+    // apply args if any
+    if (hasArgs)
+    {
+        // push self
+        js_push_class_object_instance(ctx, this, "JSComponent");
+
+        duk_enum(ctx, argIdx, DUK_ENUM_OWN_PROPERTIES_ONLY);
+
+        while (duk_next(ctx, -1, 1)) {
+
+            duk_put_prop(ctx, -4);
+
+        }
+
+        // pop self and enum object
+        duk_pop_2(ctx);
+
+    }
+
+    if (!componentFile_->GetScriptClass())
+    {
+
+        componentFile_->PushModule();
+
+        if (!duk_is_object(ctx, -1))
+        {
+            duk_set_top(ctx, top);
+            return;
+        }
+
+        // Check for "default" constructor which is used by TypeScript and ES2015
+        duk_get_prop_string(ctx, -1, "default");
+
+        if (!duk_is_function(ctx, -1))
+        {
+            duk_pop(ctx);
+
+            // If "default" doesn't exist, look for component
+            duk_get_prop_string(ctx, -1, "component");
+
+            if (!duk_is_function(ctx, -1))
+            {
+                duk_set_top(ctx, top);
+                return;
+            }
+        }
+
+        // call with self
+        js_push_class_object_instance(ctx, this, "JSComponent");
+
+        if (duk_pcall(ctx, 1) != 0)
+        {
+            vm_->SendJSErrorEvent();
+            duk_set_top(ctx, top);
+            return;
+        }
+
+    }
+
+    duk_set_top(ctx, top);
+
+    instanceInitialized_ = true;
+
+}
+
+void JSComponent::CallScriptMethod(const String& name, bool passValue, float value)
+{
+    if (destroyed_ || !node_ || !node_->GetScene())
+        return;
+
+    void* heapptr = JSGetHeapPtr();
+
+    if (!heapptr)
+        return;
+
+    duk_context* ctx = vm_->GetJSContext();
+
+    duk_idx_t top = duk_get_top(ctx);
+
+    duk_push_heapptr(ctx, heapptr);
+
+    duk_get_prop_string(ctx, -1, name.CString());
+
+    if (!duk_is_function(ctx, -1))
+    {
+        duk_set_top(ctx, top);
+        return;
+    }
+
+    // push this
+    if (scriptClassInstance_)
+        duk_push_heapptr(ctx, heapptr);
+
+    if (passValue)
+        duk_push_number(ctx, value);
+
+    int status = scriptClassInstance_ ? duk_pcall_method(ctx, passValue ? 1 : 0) : duk_pcall(ctx, passValue ? 1 : 0);
+
+    if (status != 0)
+    {
+        vm_->SendJSErrorEvent();
+        duk_set_top(ctx, top);
+        return;
+    }
+
+    duk_set_top(ctx, top);
+}
+
+void JSComponent::Start()
+{
+    static String name = "start";
+    CallScriptMethod(name);
+}
+
+void JSComponent::DelayedStart()
+{
+    static String name = "delayedStart";
+    CallScriptMethod(name);
+}
+
+void JSComponent::Update(float timeStep)
+{
+    if (!instanceInitialized_)
+        InitInstance();
+
+    if (!started_)
+    {
+        started_ = true;
+        Start();
+    }
+
+    static String name = "update";
+    CallScriptMethod(name, true, timeStep);
+}
+
+void JSComponent::PostUpdate(float timeStep)
+{
+    static String name = "postUpdate";
+    CallScriptMethod(name, true, timeStep);
+}
+
+void JSComponent::FixedUpdate(float timeStep)
+{
+    static String name = "fixedUpdate";
+    CallScriptMethod(name, true, timeStep);
+}
+
+void JSComponent::FixedPostUpdate(float timeStep)
+{
+    static String name = "fixedPostUpdate";
+    CallScriptMethod(name, true, timeStep);
+}
+
+void JSComponent::OnNodeSet(Node* node)
+{
+    if (node)
+    {
+    }
+    else
+    {
+        Stop();
+    }
+}
+
+void JSComponent::OnSceneSet(Scene* scene)
+{
+    if (scene)
+        UpdateEventSubscription();
+    else
+    {
+        UnsubscribeFromEvent(E_SCENEUPDATE);
+        UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
+#ifdef ATOMIC_PHYSICS
+        UnsubscribeFromEvent(E_PHYSICSPRESTEP);
+        UnsubscribeFromEvent(E_PHYSICSPOSTSTEP);
+#endif
+        currentEventMask_ = 0;
+    }
+}
+
+void JSComponent::UpdateEventSubscription()
+{
+    Scene* scene = GetScene();
+    if (!scene)
+        return;
+
+    bool enabled = IsEnabledEffective();
+
+    bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
+    if (needUpdate && !(currentEventMask_ & USE_UPDATE))
+    {
+        SubscribeToEvent(scene, E_SCENEUPDATE, ATOMIC_HANDLER(JSComponent, HandleSceneUpdate));
+        currentEventMask_ |= USE_UPDATE;
+    }
+    else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
+    {
+        UnsubscribeFromEvent(scene, E_SCENEUPDATE);
+        currentEventMask_ &= ~USE_UPDATE;
+    }
+
+    bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
+    if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
+    {
+        SubscribeToEvent(scene, E_SCENEPOSTUPDATE, ATOMIC_HANDLER(JSComponent, HandleScenePostUpdate));
+        currentEventMask_ |= USE_POSTUPDATE;
+    }
+    else if (!needPostUpdate && (currentEventMask_ & USE_POSTUPDATE))
+    {
+        UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
+        currentEventMask_ &= ~USE_POSTUPDATE;
+    }
+
+#ifdef ATOMIC_PHYSICS
+    PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
+    if (!world)
+        return;
+
+    bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
+    if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
+    {
+        SubscribeToEvent(world, E_PHYSICSPRESTEP, ATOMIC_HANDLER(JSComponent, HandlePhysicsPreStep));
+        currentEventMask_ |= USE_FIXEDUPDATE;
+    }
+    else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
+    {
+        UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
+        currentEventMask_ &= ~USE_FIXEDUPDATE;
+    }
+
+    bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
+    if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
+    {
+        SubscribeToEvent(world, E_PHYSICSPOSTSTEP, ATOMIC_HANDLER(JSComponent, HandlePhysicsPostStep));
+        currentEventMask_ |= USE_FIXEDPOSTUPDATE;
+    }
+    else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
+    {
+        UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
+        currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
+    }
+#endif
+}
+
+void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
+{
+    using namespace SceneUpdate;
+
+    assert(!destroyed_);
+
+    // Execute user-defined delayed start function before first update
+    if (!delayedStartCalled_)
+    {
+        DelayedStart();
+        delayedStartCalled_ = true;
+
+        // If did not need actual update events, unsubscribe now
+        if (!(updateEventMask_ & USE_UPDATE))
+        {
+            UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
+            currentEventMask_ &= ~USE_UPDATE;
+            return;
+        }
+    }
+
+    // Then execute user-defined update function
+    Update(eventData[P_TIMESTEP].GetFloat());
+}
+
+void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
+{
+    using namespace ScenePostUpdate;
+
+    // Execute user-defined post-update function
+    PostUpdate(eventData[P_TIMESTEP].GetFloat());
+}
+
+#ifdef ATOMIC_PHYSICS
+void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
+{
+    using namespace PhysicsPreStep;
+
+    // Execute user-defined fixed update function
+    FixedUpdate(eventData[P_TIMESTEP].GetFloat());
+}
+
+void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
+{
+    using namespace PhysicsPostStep;
+
+    // Execute user-defined fixed post-update function
+    FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
+}
+#endif
+
+bool JSComponent::Load(Deserializer& source, bool setInstanceDefault)
+{
+    loading_ = true;
+    bool success = Component::Load(source, setInstanceDefault);
+    loading_ = false;
+
+    return success;
+}
+
+bool JSComponent::LoadXML(const XMLElement& source, bool setInstanceDefault)
+{
+    loading_ = true;
+    bool success = Component::LoadXML(source, setInstanceDefault);
+    loading_ = false;
+
+    return success;
+}
+
+bool JSComponent::MatchScriptName(const String& path)
+{
+    if (componentFile_.Null())
+        return false;
+
+    String _path = path;
+    _path.Replace(".js", "", false);
+
+    const String& name = componentFile_->GetName();
+
+    if (_path == name)
+        return true;
+
+    String pathName, fileName, ext;
+    SplitPath(name, pathName, fileName, ext);
+
+    if (fileName == _path)
+        return true;
+
+
+    return false;
+
+}
+
+ResourceRef JSComponent::GetComponentFileAttr() const
+{
+    return GetResourceRef(componentFile_, JSComponentFile::GetTypeStatic());
+}
+
+void JSComponent::SetComponentFileAttr(const ResourceRef& value)
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    SetComponentFile(cache->GetResource<JSComponentFile>(value.name_));
+}
+
+}

+ 152 - 0
JSComponent.h

@@ -0,0 +1,152 @@
+//
+// Copyright (c) 2008-2014 the Urho3D project.
+// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#pragma once
+
+#include <Atomic/Script/ScriptComponent.h>
+
+#include "JSComponentFile.h"
+
+namespace Atomic
+{
+
+class JSVM;
+
+/// JavaScript component
+class ATOMIC_API JSComponent : public ScriptComponent
+{
+    friend class JSComponentFactory;
+    friend class JSComponentFile;
+
+    ATOMIC_OBJECT(JSComponent, ScriptComponent);
+
+    enum EventFlags
+    {
+        USE_UPDATE = 0x1,
+        USE_POSTUPDATE = 0x2,
+        USE_FIXEDUPDATE = 0x4,
+        USE_FIXEDPOSTUPDATE = 0x8
+    };
+
+public:
+
+    /// Construct.
+    JSComponent(Context* context);
+    /// Destruct.
+    virtual ~JSComponent();
+
+    /// Register object factory.
+    static void RegisterObject(Context* context);
+
+    bool Load(Deserializer& source, bool setInstanceDefault);
+    bool LoadXML(const XMLElement& source, bool setInstanceDefault);
+    void ApplyAttributes();
+
+    /// Match script name
+    bool MatchScriptName(const String& path);
+
+    /// Handle enabled/disabled state change. Changes update event subscription.
+    virtual void OnSetEnabled();
+
+    /// Set what update events should be subscribed to. Use this for optimization: by default all are in use. Note that this is not an attribute and is not saved or network-serialized, therefore it should always be called eg. in the subclass constructor.
+    void SetUpdateEventMask(unsigned char mask);
+
+    /// Return what update events are subscribed to.
+    unsigned char GetUpdateEventMask() const { return updateEventMask_; }
+    /// Return whether the DelayedStart() function has been called.
+    bool IsDelayedStartCalled() const { return delayedStartCalled_; }
+
+    void SetDestroyed() { destroyed_ = true; }
+
+    bool IsInstanceInitialized();	
+    void InitInstance(bool hasArgs = false, int argIdx = 0);
+
+    /// Get script attribute
+    ResourceRef GetComponentFileAttr() const;
+    ScriptComponentFile* GetComponentFile() { return componentFile_; }
+
+    /// Set script attribute.
+    void SetComponentFile(JSComponentFile* cfile) { componentFile_ = cfile; }
+    void SetComponentFileAttr(const ResourceRef& value);
+
+    // a JSComponentFile only holds one class, so no classname to look up in it
+    const String& GetComponentClassName() const { return String::EMPTY; }
+
+
+protected:
+    /// Handle scene node being assigned at creation.
+    virtual void OnNodeSet(Node* node);
+    /// Handle scene being assigned.
+    virtual void OnSceneSet(Scene* scene);
+
+private:
+    /// Subscribe/unsubscribe to update events based on current enabled state and update event mask.
+    void UpdateEventSubscription();
+    /// Handle scene update event.
+    void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
+    /// Handle scene post-update event.
+    void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData);
+#ifdef ATOMIC_PHYSICS
+    /// Handle physics pre-step event.
+    void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
+    /// Handle physics post-step event.
+    void HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData);
+#endif
+
+    void CallScriptMethod(const String& name, bool passValue = false, float value = 0.0f);
+
+    /// Called when the component is added to a scene node. Other components may not yet exist.
+    virtual void Start();
+    /// Called before the first update. At this point all other components of the node should exist. Will also be called if update events are not wanted; in that case the event is immediately unsubscribed afterward.
+    virtual void DelayedStart();
+    /// Called when the component is detached from a scene node, usually on destruction. Note that you will no longer have access to the node and scene at that point.
+    virtual void Stop() {}
+    /// Called on scene update, variable timestep.
+    virtual void Update(float timeStep);
+    /// Called on scene post-update, variable timestep.
+    virtual void PostUpdate(float timeStep);
+    /// Called on physics update, fixed timestep.
+    virtual void FixedUpdate(float timeStep);
+    /// Called on physics post-update, fixed timestep.
+    virtual void FixedPostUpdate(float timeStep);
+
+    /// Requested event subscription mask.
+    unsigned char updateEventMask_;
+    /// Current event subscription mask.
+    unsigned char currentEventMask_;
+
+    bool instanceInitialized_;
+    bool started_;
+    bool destroyed_;
+    bool scriptClassInstance_;
+
+    /// Flag for delayed start.
+    bool delayedStartCalled_;
+
+    bool loading_;
+    WeakPtr<JSVM> vm_;
+    SharedPtr<JSComponentFile> componentFile_;
+
+};
+
+}

+ 360 - 0
JSScene.cpp

@@ -0,0 +1,360 @@
+//
+// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#include <Atomic/Resource/ResourceCache.h>
+#include <Atomic/Resource/XMLFile.h>
+#include <Atomic/IO/File.h>
+#include <Atomic/Scene/Node.h>
+#include <Atomic/Scene/Scene.h>
+#include <Atomic/Scene/PrefabComponent.h>
+#include <Atomic/Graphics/Camera.h>
+
+#ifdef ATOMIC_3D
+#include <Atomic/Physics/RigidBody.h>
+#endif
+
+#include "JSScene.h"
+#include "JSComponent.h"
+#include "JSVM.h"
+
+namespace Atomic
+{
+
+void jsapi_init_scene_serializable(JSVM* vm);
+
+static int Node_CreateJSComponent(duk_context* ctx)
+{
+    String path = duk_require_string(ctx, 0);
+
+    bool hasArgs = false;
+    int argIdx = -1;
+    if (duk_get_top(ctx) > 1 && duk_is_object(ctx, 1))
+    {
+        hasArgs = true;
+        argIdx = 1;
+    }
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    ResourceCache* cache = node->GetContext()->GetSubsystem<ResourceCache>();
+    JSComponentFile* file = cache->GetResource<JSComponentFile>(path);
+
+    if (!file)
+    {
+        ATOMIC_LOGERRORF("Unable to load component file %s", path.CString());
+        duk_push_undefined(ctx);
+        return 1;
+    }
+
+    SharedPtr<JSComponent> jsc = file->CreateJSComponent();
+
+    node->AddComponent(jsc, jsc->GetID(), LOCAL);
+
+    jsc->InitInstance(hasArgs, argIdx);
+
+    js_push_class_object_instance(ctx, jsc, "JSComponent");
+    return 1;
+}
+
+static int Node_GetJSComponent(duk_context* ctx)
+{
+    String path = duk_require_string(ctx, 0);
+
+    bool recursive = false;
+    if (duk_get_top(ctx) == 2)
+        if (duk_get_boolean(ctx, 1))
+            recursive = true;
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    PODVector<JSComponent*> components;
+    node->GetComponents<JSComponent>(components, recursive);
+
+    for (unsigned i = 0; i < components.Size(); i++)
+    {
+        JSComponent* component = components[i];
+        if (component->MatchScriptName(path)) {
+			if(!component->IsInstanceInitialized())
+				component->InitInstance();
+
+            js_push_class_object_instance(ctx, component, "Component");
+            return 1;
+
+        }
+
+    }
+    duk_push_null(ctx);
+    return 1;
+}
+
+static int Node_GetChildrenWithComponent(duk_context* ctx)
+{
+    StringHash type = duk_to_string(ctx, 0);
+
+    bool recursive = false;
+    if (duk_get_top(ctx) == 2)
+        if (duk_get_boolean(ctx, 1))
+            recursive = true;
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    PODVector<Node*> dest;
+    node->GetChildrenWithComponent(dest, type, recursive);
+
+    duk_push_array(ctx);
+
+    for (unsigned i = 0; i < dest.Size(); i++)
+    {
+        js_push_class_object_instance(ctx, dest[i], "Node");
+        duk_put_prop_index(ctx, -2, i);
+    }
+
+    return 1;
+}
+
+static int Node_GetChildrenWithName(duk_context* ctx)
+{
+    StringHash nameHash = duk_to_string(ctx, 0);
+
+    bool recursive = false;
+    if (duk_get_top(ctx) == 2)
+        if (duk_get_boolean(ctx, 1))
+            recursive = true;
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    PODVector<Node*> dest;
+    node->GetChildrenWithName(dest, nameHash, recursive);
+
+    duk_push_array(ctx);
+
+    for (unsigned i = 0; i < dest.Size(); i++)
+    {
+        js_push_class_object_instance(ctx, dest[i], "Node");
+        duk_put_prop_index(ctx, -2, i);
+    }
+
+    return 1;
+}
+
+static int Node_GetComponents(duk_context* ctx)
+{
+    bool recursive = false;
+    StringHash typeHash = Component::GetTypeStatic();
+
+
+    if (duk_get_top(ctx) > 0)
+    {
+        if (duk_is_string(ctx, 0) && strlen(duk_get_string(ctx, 0)))
+            typeHash = duk_get_string(ctx, 0);
+    }
+
+    if (duk_get_top(ctx) > 1)
+        recursive = duk_require_boolean(ctx, 1) ? true : false;
+
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    PODVector<Component*> dest;
+    node->GetComponents(dest, typeHash, recursive);
+
+    duk_push_array(ctx);
+
+    int count = 0;
+    for (unsigned i = 0; i < dest.Size(); i++)
+    {
+        if (js_push_class_object_instance(ctx, dest[i], dest[i]->GetTypeName().CString()))
+        {
+            duk_put_prop_index(ctx, -2, count++);
+        }
+    }
+
+    return 1;
+}
+
+static int Node_GetChildAtIndex(duk_context* ctx)
+{
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    unsigned idx = (unsigned) duk_to_number(ctx, 0);
+
+    if (node->GetNumChildren() <= idx)
+    {
+        duk_push_null(ctx);
+        return 1;
+    }
+
+    Node* child = node->GetChild(idx);
+    js_push_class_object_instance(ctx, child, "Node");
+
+    return 1;
+}
+
+static int Node_SaveXML(duk_context* ctx)
+{
+    File* file = js_to_class_instance<File>(ctx, 0, 0);
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    duk_push_boolean(ctx, node->SaveXML(*file) ? 1 : 0);
+
+    return 1;
+}
+
+static int Node_LoadPrefab(duk_context* ctx)
+{
+    const char* prefabName = duk_require_string(ctx, 0);
+
+    duk_push_this(ctx);
+    Node* node = js_to_class_instance<Node>(ctx, -1, 0);
+
+    PrefabComponent* prefabComponent = node->CreateComponent<PrefabComponent>();
+    prefabComponent->SetPrefabGUID(prefabName);
+
+    duk_push_boolean(ctx, 1);
+    return 1;
+
+}
+
+static int Node_CreateChildPrefab(duk_context* ctx)
+{
+    const char* childName = duk_require_string(ctx, 0);
+    const char* prefabName = duk_require_string(ctx, 1);
+
+    duk_push_this(ctx);
+    Node* parent = js_to_class_instance<Node>(ctx, -1, 0);
+
+    Node* node = parent->CreateChild();
+
+    PrefabComponent* prefabComponent = node->CreateComponent<PrefabComponent>();
+    prefabComponent->SetPrefabGUID(prefabName);
+
+    // override what node name is in prefab
+    node->SetName(childName);
+
+    js_push_class_object_instance(ctx, node, "Node");
+
+    return 1;
+
+}
+
+
+static int Scene_LoadXML(duk_context* ctx)
+{
+    JSVM* vm = JSVM::GetJSVM(ctx);
+
+    String filename = duk_to_string(ctx, 0);
+
+    ResourceCache* cache = vm->GetSubsystem<ResourceCache>();
+
+    SharedPtr<File> file = cache->GetFile(filename);
+
+    if (!file->IsOpen())
+    {
+        duk_push_false(ctx);
+        return 1;
+    }
+
+    duk_push_this(ctx);
+    Scene* scene = js_to_class_instance<Scene>(ctx, -1, 0);
+
+    bool success = scene->LoadXML(*file);
+
+    if (success)
+        duk_push_true(ctx);
+    else
+        duk_push_false(ctx);
+
+
+    return 1;
+
+}
+
+static int Scene_GetMainCamera(duk_context* ctx)
+{
+    duk_push_this(ctx);
+    Scene* scene = js_to_class_instance<Scene>(ctx, -1, 0);
+
+    PODVector<Node*> cameraNodes;
+    Camera* camera = 0;
+    scene->GetChildrenWithComponent(cameraNodes, Camera::GetTypeStatic(), true);
+    if (cameraNodes.Size())
+    {
+        camera = cameraNodes[0]->GetComponent<Camera>();
+    }
+
+    if (!camera)
+    {
+        duk_push_null(ctx);
+        return 1;
+    }
+
+    js_push_class_object_instance(ctx, camera, "Camera");
+
+    return 1;
+
+}
+
+void jsapi_init_scene(JSVM* vm)
+{
+    duk_context* ctx = vm->GetJSContext();
+
+    jsapi_init_scene_serializable(vm);
+
+    js_class_get_prototype(ctx, "Atomic", "Node");
+    duk_push_c_function(ctx, Node_GetChildrenWithComponent, DUK_VARARGS);
+    duk_put_prop_string(ctx, -2, "getChildrenWithComponent");
+    duk_push_c_function(ctx, Node_GetChildrenWithName, DUK_VARARGS);
+    duk_put_prop_string(ctx, -2, "getChildrenWithName");
+    duk_push_c_function(ctx, Node_GetComponents, DUK_VARARGS);
+    duk_put_prop_string(ctx, -2, "getComponents");
+    duk_push_c_function(ctx, Node_CreateJSComponent, DUK_VARARGS);
+    duk_put_prop_string(ctx, -2, "createJSComponent");
+    duk_push_c_function(ctx, Node_GetJSComponent, 1);
+    duk_put_prop_string(ctx, -2, "getJSComponent");
+    duk_push_c_function(ctx, Node_GetChildAtIndex, 1);
+    duk_put_prop_string(ctx, -2, "getChildAtIndex");
+    duk_push_c_function(ctx, Node_SaveXML, 1);
+    duk_put_prop_string(ctx, -2, "saveXML");
+    duk_push_c_function(ctx, Node_LoadPrefab, 1);
+    duk_put_prop_string(ctx, -2, "loadPrefab");
+    duk_push_c_function(ctx, Node_CreateChildPrefab, 2);
+    duk_put_prop_string(ctx, -2, "createChildPrefab");
+    duk_pop(ctx);
+
+    js_class_get_prototype(ctx, "Atomic", "Scene");
+    duk_push_c_function(ctx, Scene_LoadXML, 1);
+    duk_put_prop_string(ctx, -2, "loadXML");
+    duk_push_c_function(ctx, Scene_GetMainCamera, 0);
+    duk_put_prop_string(ctx, -2, "getMainCamera");
+    duk_pop(ctx);
+
+}
+
+}