JSComponent.cpp 14 KB

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  1. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  2. // Please see LICENSE.md in repository root for license information
  3. // https://github.com/AtomicGameEngine/AtomicGameEngine
  4. #include <Atomic/Core/Context.h>
  5. #include <Atomic/IO/Log.h>
  6. #ifdef ATOMIC_PHYSICS
  7. #include <Atomic/Physics/PhysicsEvents.h>
  8. #include <Atomic/Physics/PhysicsWorld.h>
  9. #endif
  10. #include <Atomic/Core/Profiler.h>
  11. #include <Atomic/IO/MemoryBuffer.h>
  12. #include <Atomic/Resource/ResourceCache.h>
  13. #include <Atomic/Resource/ResourceEvents.h>
  14. #include <Atomic/Scene/Scene.h>
  15. #include <Atomic/Scene/SceneEvents.h>
  16. #include <Atomic/Atomic2D/PhysicsEvents2D.h>
  17. #include <Atomic/Atomic2D/PhysicsWorld2D.h>
  18. #include <Atomic/Atomic2D/RigidBody2D.h>
  19. #include <Atomic/UI/UIEvents.h>
  20. #include "Javascript.h"
  21. #include "JSEvents.h"
  22. #include "JSComponent.h"
  23. #include "JSAPI.h"
  24. namespace Atomic
  25. {
  26. static const char* methodDeclarations[] = {
  27. "start",
  28. "stop",
  29. "delayedStart",
  30. "update",
  31. "postUpdate",
  32. "fixedUpdate",
  33. "fixedPostUpdate",
  34. "load",
  35. "save",
  36. "readNetworkUpdate",
  37. "writeNetworkUpdate",
  38. "applyAttributes",
  39. "transformChanged"
  40. };
  41. extern const char* LOGIC_CATEGORY;
  42. JSComponent::JSComponent(Context* context) :
  43. Component(context),
  44. script_(GetSubsystem<Javascript>()),
  45. scriptObject_(0),
  46. subscribed_(false),
  47. subscribedPostFixed_(false),
  48. started_(false),
  49. destroyed_(false)
  50. {
  51. vm_ = JSVM::GetJSVM(NULL);
  52. ClearScriptMethods();
  53. }
  54. JSComponent::~JSComponent()
  55. {
  56. }
  57. void JSComponent::OnNodeSet(Node *node)
  58. {
  59. Component::OnNodeSet(node);
  60. if (node && node->JSGetHeapPtr())
  61. {
  62. //assert(node->JSGetHeapPtr());
  63. duk_context* ctx = vm_->GetJSContext();
  64. int top = duk_get_top(ctx);
  65. duk_push_global_stash(ctx);
  66. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_NODE_REGISTRY);
  67. // can't use instance as key, as this coerces to [Object] for
  68. // string property, pointer will be string representation of
  69. // address, so, unique key
  70. duk_push_pointer(ctx, (void*) node);
  71. js_push_class_object_instance(ctx, node);
  72. duk_put_prop(ctx, -3);
  73. duk_pop_2(ctx);
  74. assert(duk_get_top(ctx) == top);
  75. }
  76. }
  77. void JSComponent::RegisterObject(Context* context)
  78. {
  79. context->RegisterFactory<JSComponent>(LOGIC_CATEGORY);
  80. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE("Component Name", GetClassNameProperty, SetClassNameProperty, String, String::EMPTY, AM_DEFAULT);
  82. }
  83. void JSComponent::ApplyAttributes()
  84. {
  85. Component::ApplyAttributes();
  86. if (classNameProperty_.Length())
  87. SetClassName(classNameProperty_);
  88. }
  89. void JSComponent::ClearScriptMethods()
  90. {
  91. for (unsigned i = 0; i < MAX_JSSCRIPT_METHODS; ++i)
  92. methods_[i] = 0;
  93. //delayedCalls_.Clear();
  94. }
  95. void JSComponent::OnSetEnabled()
  96. {
  97. UpdateEventSubscription();
  98. }
  99. void JSComponent::ListenToEvent(Object* sender, StringHash eventType, JS_HEAP_PTR __duk_function)
  100. {
  101. duk_context* ctx = vm_->GetJSContext();
  102. duk_push_heapptr(ctx, __duk_function);
  103. assert(duk_is_function(ctx, -1));
  104. duk_pop(ctx);
  105. scriptEventFunctions_[eventType] = __duk_function;
  106. if (sender)
  107. SubscribeToEvent(sender, eventType, HANDLER(JSComponent, HandleScriptEvent));
  108. else
  109. SubscribeToEvent(eventType, HANDLER(JSComponent, HandleScriptEvent));
  110. }
  111. bool JSComponent::CreateObject(JSFile* scriptFile, const String& className)
  112. {
  113. className_ = String::EMPTY; // Do not create object during SetScriptFile()
  114. SetScriptFile(scriptFile);
  115. SetClassName(className);
  116. return scriptObject_ != 0;
  117. }
  118. void JSComponent::SetClassName(const String& className)
  119. {
  120. assert(className.Length());
  121. if (className == className_ && scriptObject_)
  122. return;
  123. ReleaseObject();
  124. className_ = className;
  125. CreateObject();
  126. MarkNetworkUpdate();
  127. }
  128. void JSComponent::ReleaseObject()
  129. {
  130. if (scriptObject_)
  131. {
  132. //if (methods_[JSMETHOD_STOP])
  133. // scriptFile_->Execute(scriptObject_, methods_[JSMETHOD_STOP]);
  134. PODVector<StringHash> exceptions;
  135. exceptions.Push(E_RELOADSTARTED);
  136. exceptions.Push(E_RELOADFINISHED);
  137. UnsubscribeFromAllEventsExcept(exceptions, false);
  138. if (node_)
  139. node_->RemoveListener(this);
  140. subscribed_ = false;
  141. subscribedPostFixed_ = false;
  142. ClearScriptMethods();
  143. scriptObject_ = 0;
  144. }
  145. }
  146. void JSComponent::SetScriptFile(JSFile* scriptFile)
  147. {
  148. ReleaseObject();
  149. CreateObject();
  150. MarkNetworkUpdate();
  151. }
  152. void JSComponent::CreateObject()
  153. {
  154. if (className_.Empty())
  155. return;
  156. PROFILE(CreateScriptObject);
  157. duk_context* ctx = vm_->GetJSContext();
  158. duk_push_global_stash(ctx);
  159. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_COMPONENTS);
  160. duk_get_prop_string(ctx, -1, className_.CString());
  161. // FIXME: This is happening in editor
  162. if (!duk_is_function(ctx, -1))
  163. {
  164. duk_pop_n(ctx, 3);
  165. return;
  166. }
  167. js_push_class_object_instance(ctx, this);
  168. if (duk_pcall(ctx, 1) != 0)
  169. {
  170. vm_->SendJSErrorEvent();
  171. }
  172. else
  173. {
  174. scriptObject_ = this->JSGetHeapPtr();
  175. }
  176. if (scriptObject_)
  177. {
  178. GetScriptMethods();
  179. UpdateEventSubscription();
  180. }
  181. duk_pop_n(ctx, 2);
  182. }
  183. void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  184. {
  185. if (!scriptObject_)
  186. return;
  187. assert(!destroyed_);
  188. assert(JSGetHeapPtr());
  189. using namespace SceneUpdate;
  190. float timeStep = eventData[P_TIMESTEP].GetFloat();
  191. duk_context* ctx = vm_->GetJSContext();
  192. if (!started_)
  193. {
  194. started_ = true;
  195. if (methods_[JSMETHOD_START])
  196. {
  197. duk_push_heapptr(ctx, methods_[JSMETHOD_START]);
  198. if (duk_pcall(ctx, 0) != 0)
  199. {
  200. vm_->SendJSErrorEvent();
  201. }
  202. duk_pop(ctx);
  203. }
  204. }
  205. if (methods_[JSMETHOD_UPDATE])
  206. {
  207. duk_push_heapptr(ctx, methods_[JSMETHOD_UPDATE]);
  208. duk_push_number(ctx, timeStep);
  209. if ( duk_pcall(ctx, 1) != DUK_EXEC_SUCCESS)
  210. {
  211. if (duk_is_object(ctx, -1))
  212. {
  213. vm_->SendJSErrorEvent();
  214. }
  215. else
  216. {
  217. assert(0);
  218. }
  219. }
  220. duk_pop(ctx);
  221. }
  222. else
  223. {
  224. Scene* scene = GetScene();
  225. if (scene)
  226. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  227. subscribed_ = false;
  228. }
  229. }
  230. void JSComponent::UpdateEventSubscription()
  231. {
  232. Scene* scene = GetScene();
  233. if (!scene)
  234. {
  235. LOGWARNING("Node is detached from scene, can not subscribe script object to update events");
  236. return;
  237. }
  238. bool enabled = scriptObject_ && IsEnabledEffective();
  239. if (enabled)
  240. {
  241. // we get at least one scene update if not started
  242. if (!subscribed_ && (!started_ || (methods_[JSMETHOD_UPDATE] || methods_[JSMETHOD_DELAYEDSTART] )))
  243. {
  244. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(JSComponent, HandleSceneUpdate));
  245. subscribed_ = true;
  246. }
  247. if (!subscribedPostFixed_)
  248. {
  249. if (methods_[JSMETHOD_POSTUPDATE])
  250. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(JSComponent, HandleScenePostUpdate));
  251. #ifdef ATOMIC_PHYSICS
  252. if (methods_[JSMETHOD_FIXEDUPDATE] || methods_[JSMETHOD_FIXEDPOSTUPDATE])
  253. {
  254. PhysicsWorld* world = scene->GetOrCreateComponent<PhysicsWorld>();
  255. if (world)
  256. {
  257. if (methods_[JSMETHOD_FIXEDUPDATE])
  258. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(JSComponent, HandlePhysicsPreStep));
  259. if (methods_[JSMETHOD_FIXEDPOSTUPDATE])
  260. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(JSComponent, HandlePhysicsPostStep));
  261. }
  262. else
  263. LOGERROR("No physics world, can not subscribe script object to fixed update events");
  264. }
  265. #endif
  266. subscribedPostFixed_ = true;
  267. }
  268. if (methods_[JSMETHOD_TRANSFORMCHANGED])
  269. node_->AddListener(this);
  270. }
  271. else
  272. {
  273. if (subscribed_)
  274. {
  275. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  276. subscribed_ = false;
  277. }
  278. if (subscribedPostFixed_)
  279. {
  280. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  281. #ifdef ATOMIC_PHYSICS
  282. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  283. if (world)
  284. {
  285. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  286. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  287. }
  288. #endif
  289. subscribedPostFixed_ = false;
  290. }
  291. if (methods_[JSMETHOD_TRANSFORMCHANGED])
  292. node_->RemoveListener(this);
  293. }
  294. }
  295. void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  296. {
  297. if (!scriptObject_)
  298. return;
  299. assert(!destroyed_);
  300. using namespace ScenePostUpdate;
  301. if (methods_[JSMETHOD_POSTUPDATE])
  302. {
  303. duk_context* ctx = vm_->GetJSContext();
  304. duk_push_heapptr(ctx, methods_[JSMETHOD_POSTUPDATE]);
  305. duk_push_number(ctx, eventData[P_TIMESTEP].GetFloat());
  306. duk_pcall(ctx, 1);
  307. duk_pop(ctx);
  308. }
  309. }
  310. #ifdef ATOMIC_PHYSICS
  311. void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  312. {
  313. if (!scriptObject_)
  314. return;
  315. assert(!destroyed_);
  316. using namespace PhysicsPreStep;
  317. float timeStep = eventData[P_TIMESTEP].GetFloat();
  318. if (methods_[JSMETHOD_FIXEDUPDATE])
  319. {
  320. duk_context* ctx = vm_->GetJSContext();
  321. duk_push_heapptr(ctx, methods_[JSMETHOD_FIXEDUPDATE]);
  322. duk_push_number(ctx, timeStep);
  323. duk_pcall(ctx, 1);
  324. duk_pop(ctx);
  325. }
  326. }
  327. void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  328. {
  329. if (!scriptObject_)
  330. return;
  331. assert(!destroyed_);
  332. using namespace PhysicsPostStep;
  333. VariantVector parameters;
  334. parameters.Push(eventData[P_TIMESTEP]);
  335. }
  336. #endif
  337. void JSComponent::HandleScriptEvent(StringHash eventType, VariantMap& eventData)
  338. {
  339. if (!IsEnabledEffective() || !scriptObject_)
  340. return;
  341. assert(!destroyed_);
  342. if (scriptEventFunctions_.Contains(eventType))
  343. {
  344. duk_context* ctx = vm_->GetJSContext();
  345. JS_HEAP_PTR function = scriptEventFunctions_[eventType];
  346. if (eventType == E_PHYSICSBEGINCONTACT2D || E_PHYSICSENDCONTACT2D)
  347. {
  348. using namespace PhysicsBeginContact2D;
  349. PhysicsWorld2D* world = static_cast<PhysicsWorld2D*>(eventData[P_WORLD].GetPtr());
  350. RigidBody2D* bodyA = static_cast<RigidBody2D*>(eventData[P_BODYA].GetPtr());
  351. RigidBody2D* bodyB = static_cast<RigidBody2D*>(eventData[P_BODYB].GetPtr());
  352. Node* nodeA = static_cast<Node*>(eventData[P_NODEA].GetPtr());
  353. Node* nodeB = static_cast<Node*>(eventData[P_NODEB].GetPtr());
  354. duk_push_heapptr(ctx, function);
  355. js_push_class_object_instance(ctx, world);
  356. js_push_class_object_instance(ctx, bodyA);
  357. js_push_class_object_instance(ctx, bodyB);
  358. js_push_class_object_instance(ctx, nodeA);
  359. js_push_class_object_instance(ctx, nodeB);
  360. if (duk_pcall(ctx, 5) != 0)
  361. {
  362. vm_->SendJSErrorEvent();
  363. }
  364. duk_pop(ctx);
  365. }
  366. #ifdef ATOMIC_PHYSICS
  367. else if (eventType == E_NODECOLLISION)
  368. {
  369. // Check collision contacts and see if character is standing on ground (look for a contact that has near vertical normal)
  370. using namespace NodeCollision;
  371. MemoryBuffer contacts(eventData[P_CONTACTS].GetBuffer());
  372. while (!contacts.IsEof())
  373. {
  374. Vector3 contactPosition = contacts.ReadVector3();
  375. Vector3 contactNormal = contacts.ReadVector3();
  376. float contactDistance = contacts.ReadFloat();
  377. float contactImpulse = contacts.ReadFloat();
  378. duk_push_heapptr(ctx, function);
  379. duk_push_array(ctx);
  380. duk_push_number(ctx, contactPosition.x_);
  381. duk_put_prop_index(ctx, -2, 0);
  382. duk_push_number(ctx, contactPosition.y_);
  383. duk_put_prop_index(ctx, -2, 1);
  384. duk_push_number(ctx, contactPosition.z_);
  385. duk_put_prop_index(ctx, -2, 2);
  386. duk_push_array(ctx);
  387. duk_push_number(ctx, contactNormal.x_);
  388. duk_put_prop_index(ctx, -2, 0);
  389. duk_push_number(ctx, contactNormal.y_);
  390. duk_put_prop_index(ctx, -2, 1);
  391. duk_push_number(ctx, contactNormal.z_);
  392. duk_put_prop_index(ctx, -2, 2);
  393. duk_call(ctx, 2);
  394. duk_pop(ctx);
  395. }
  396. }
  397. #endif
  398. else
  399. {
  400. duk_push_heapptr(ctx, function);
  401. if (duk_pcall(ctx, 0) != 0)
  402. {
  403. vm_->SendJSErrorEvent();
  404. }
  405. duk_pop(ctx);
  406. }
  407. }
  408. }
  409. void JSComponent::GetScriptMethods()
  410. {
  411. if (!scriptObject_)
  412. return;
  413. duk_context* ctx = vm_->GetJSContext();
  414. duk_push_heapptr(ctx, scriptObject_);
  415. for (unsigned i = 0; i < MAX_JSSCRIPT_METHODS; ++i)
  416. {
  417. duk_get_prop_string(ctx, -1, methodDeclarations[i]);
  418. if (duk_is_function(ctx, -1))
  419. {
  420. methods_[i] = duk_get_heapptr(ctx, -1);
  421. }
  422. duk_pop(ctx);
  423. }
  424. duk_pop(ctx);
  425. }
  426. }