JSComponent.cpp 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526
  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)
  61. {
  62. assert(node->JSGetHeapPtr());
  63. duk_context* ctx = vm_->GetJSContext();
  64. duk_push_global_stash(ctx);
  65. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_NODE_REGISTRY);
  66. // can't use instance as key, as this coerces to [Object] for
  67. // string property, pointer will be string representation of
  68. // address, so, unique key
  69. duk_push_pointer(ctx, node->JSGetHeapPtr());
  70. js_push_class_object_instance(ctx, node);
  71. duk_put_prop(ctx, -3);
  72. duk_pop_2(ctx);
  73. }
  74. }
  75. void JSComponent::RegisterObject(Context* context)
  76. {
  77. context->RegisterFactory<JSComponent>(LOGIC_CATEGORY);
  78. //ACCESSOR_ATTRIBUTE(JSComponent, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  79. //REF_ACCESSOR_ATTRIBUTE(JSComponent, VAR_STRING, "Class Name", GetClassName, SetClassName, String, String::EMPTY, AM_DEFAULT);
  80. //ACCESSOR_ATTRIBUTE(JSComponent, VAR_RESOURCEREF, "Script File", GetScriptFileAttr, SetScriptFileAttr, ResourceRef, ResourceRef(JSFile::GetTypeStatic()), AM_DEFAULT);
  81. //ACCESSOR_ATTRIBUTE(JSComponent, VAR_BUFFER, "Delayed Method Calls", GetDelayedCallsAttr, SetDelayedCallsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
  82. //ACCESSOR_ATTRIBUTE(JSComponent, VAR_BUFFER, "Script Data", GetScriptDataAttr, SetScriptDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
  83. //ACCESSOR_ATTRIBUTE(JSComponent, VAR_BUFFER, "Script Network Data", GetScriptNetworkDataAttr, SetScriptNetworkDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
  84. }
  85. void JSComponent::ClearScriptMethods()
  86. {
  87. for (unsigned i = 0; i < MAX_JSSCRIPT_METHODS; ++i)
  88. methods_[i] = 0;
  89. //delayedCalls_.Clear();
  90. }
  91. void JSComponent::OnSetEnabled()
  92. {
  93. UpdateEventSubscription();
  94. }
  95. void JSComponent::ListenToEvent(Object* sender, StringHash eventType, JS_HEAP_PTR __duk_function)
  96. {
  97. duk_context* ctx = vm_->GetJSContext();
  98. duk_push_heapptr(ctx, __duk_function);
  99. assert(duk_is_function(ctx, -1));
  100. duk_pop(ctx);
  101. scriptEventFunctions_[eventType] = __duk_function;
  102. if (sender)
  103. SubscribeToEvent(sender, eventType, HANDLER(JSComponent, HandleScriptEvent));
  104. else
  105. SubscribeToEvent(eventType, HANDLER(JSComponent, HandleScriptEvent));
  106. }
  107. bool JSComponent::CreateObject(JSFile* scriptFile, const String& className)
  108. {
  109. className_ = String::EMPTY; // Do not create object during SetScriptFile()
  110. SetScriptFile(scriptFile);
  111. SetClassName(className);
  112. return scriptObject_ != 0;
  113. }
  114. void JSComponent::SetClassName(const String& className)
  115. {
  116. if (className == className_ && scriptObject_)
  117. return;
  118. ReleaseObject();
  119. className_ = className;
  120. CreateObject();
  121. MarkNetworkUpdate();
  122. }
  123. void JSComponent::ReleaseObject()
  124. {
  125. if (scriptObject_)
  126. {
  127. //if (methods_[JSMETHOD_STOP])
  128. // scriptFile_->Execute(scriptObject_, methods_[JSMETHOD_STOP]);
  129. PODVector<StringHash> exceptions;
  130. exceptions.Push(E_RELOADSTARTED);
  131. exceptions.Push(E_RELOADFINISHED);
  132. UnsubscribeFromAllEventsExcept(exceptions, false);
  133. if (node_)
  134. node_->RemoveListener(this);
  135. subscribed_ = false;
  136. subscribedPostFixed_ = false;
  137. ClearScriptMethods();
  138. scriptObject_ = 0;
  139. }
  140. }
  141. void JSComponent::SetScriptFile(JSFile* scriptFile)
  142. {
  143. ReleaseObject();
  144. CreateObject();
  145. MarkNetworkUpdate();
  146. }
  147. void JSComponent::CreateObject()
  148. {
  149. if (className_.Empty())
  150. return;
  151. PROFILE(CreateScriptObject);
  152. duk_context* ctx = vm_->GetJSContext();
  153. duk_push_global_stash(ctx);
  154. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_COMPONENTS);
  155. duk_get_prop_string(ctx, -1, className_.CString());
  156. assert(duk_is_function(ctx, -1));
  157. js_push_class_object_instance(ctx, this);
  158. if (duk_pcall(ctx, 1) != 0)
  159. {
  160. vm_->SendJSErrorEvent();
  161. }
  162. else
  163. {
  164. scriptObject_ = this->JSGetHeapPtr();
  165. }
  166. if (scriptObject_)
  167. {
  168. GetScriptMethods();
  169. UpdateEventSubscription();
  170. }
  171. duk_pop_n(ctx, 2);
  172. }
  173. void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  174. {
  175. if (!scriptObject_)
  176. return;
  177. assert(!destroyed_);
  178. assert(JSGetHeapPtr());
  179. using namespace SceneUpdate;
  180. float timeStep = eventData[P_TIMESTEP].GetFloat();
  181. duk_context* ctx = vm_->GetJSContext();
  182. if (!started_)
  183. {
  184. started_ = true;
  185. if (methods_[JSMETHOD_START])
  186. {
  187. duk_push_heapptr(ctx, methods_[JSMETHOD_START]);
  188. if (duk_pcall(ctx, 0) != 0)
  189. {
  190. vm_->SendJSErrorEvent();
  191. }
  192. duk_pop(ctx);
  193. }
  194. }
  195. if (methods_[JSMETHOD_UPDATE])
  196. {
  197. duk_push_heapptr(ctx, methods_[JSMETHOD_UPDATE]);
  198. duk_push_number(ctx, timeStep);
  199. if ( duk_pcall(ctx, 1) != DUK_EXEC_SUCCESS)
  200. {
  201. if (duk_is_object(ctx, -1))
  202. {
  203. vm_->SendJSErrorEvent();
  204. }
  205. else
  206. {
  207. assert(0);
  208. }
  209. }
  210. duk_pop(ctx);
  211. }
  212. else
  213. {
  214. Scene* scene = GetScene();
  215. if (scene)
  216. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  217. subscribed_ = false;
  218. }
  219. }
  220. void JSComponent::UpdateEventSubscription()
  221. {
  222. Scene* scene = GetScene();
  223. if (!scene)
  224. {
  225. LOGWARNING("Node is detached from scene, can not subscribe script object to update events");
  226. return;
  227. }
  228. bool enabled = scriptObject_ && IsEnabledEffective();
  229. if (enabled)
  230. {
  231. // we get at least one scene update if not started
  232. if (!subscribed_ && (!started_ || (methods_[JSMETHOD_UPDATE] || methods_[JSMETHOD_DELAYEDSTART] )))
  233. {
  234. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(JSComponent, HandleSceneUpdate));
  235. subscribed_ = true;
  236. }
  237. if (!subscribedPostFixed_)
  238. {
  239. if (methods_[JSMETHOD_POSTUPDATE])
  240. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(JSComponent, HandleScenePostUpdate));
  241. #ifdef ATOMIC_PHYSICS
  242. if (methods_[JSMETHOD_FIXEDUPDATE] || methods_[JSMETHOD_FIXEDPOSTUPDATE])
  243. {
  244. PhysicsWorld* world = scene->GetOrCreateComponent<PhysicsWorld>();
  245. if (world)
  246. {
  247. if (methods_[JSMETHOD_FIXEDUPDATE])
  248. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(JSComponent, HandlePhysicsPreStep));
  249. if (methods_[JSMETHOD_FIXEDPOSTUPDATE])
  250. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(JSComponent, HandlePhysicsPostStep));
  251. }
  252. else
  253. LOGERROR("No physics world, can not subscribe script object to fixed update events");
  254. }
  255. #endif
  256. subscribedPostFixed_ = true;
  257. }
  258. if (methods_[JSMETHOD_TRANSFORMCHANGED])
  259. node_->AddListener(this);
  260. }
  261. else
  262. {
  263. if (subscribed_)
  264. {
  265. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  266. subscribed_ = false;
  267. }
  268. if (subscribedPostFixed_)
  269. {
  270. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  271. #ifdef ATOMIC_PHYSICS
  272. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  273. if (world)
  274. {
  275. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  276. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  277. }
  278. #endif
  279. subscribedPostFixed_ = false;
  280. }
  281. if (methods_[JSMETHOD_TRANSFORMCHANGED])
  282. node_->RemoveListener(this);
  283. }
  284. }
  285. void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  286. {
  287. if (!scriptObject_)
  288. return;
  289. assert(!destroyed_);
  290. using namespace ScenePostUpdate;
  291. if (methods_[JSMETHOD_POSTUPDATE])
  292. {
  293. duk_context* ctx = vm_->GetJSContext();
  294. duk_push_heapptr(ctx, methods_[JSMETHOD_POSTUPDATE]);
  295. duk_push_number(ctx, eventData[P_TIMESTEP].GetFloat());
  296. duk_pcall(ctx, 1);
  297. duk_pop(ctx);
  298. }
  299. }
  300. #ifdef ATOMIC_PHYSICS
  301. void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  302. {
  303. if (!scriptObject_)
  304. return;
  305. assert(!destroyed_);
  306. using namespace PhysicsPreStep;
  307. float timeStep = eventData[P_TIMESTEP].GetFloat();
  308. if (methods_[JSMETHOD_FIXEDUPDATE])
  309. {
  310. duk_context* ctx = vm_->GetJSContext();
  311. duk_push_heapptr(ctx, methods_[JSMETHOD_FIXEDUPDATE]);
  312. duk_push_number(ctx, timeStep);
  313. duk_pcall(ctx, 1);
  314. duk_pop(ctx);
  315. }
  316. }
  317. void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  318. {
  319. if (!scriptObject_)
  320. return;
  321. assert(!destroyed_);
  322. using namespace PhysicsPostStep;
  323. VariantVector parameters;
  324. parameters.Push(eventData[P_TIMESTEP]);
  325. }
  326. #endif
  327. void JSComponent::HandleScriptEvent(StringHash eventType, VariantMap& eventData)
  328. {
  329. if (!IsEnabledEffective() || !scriptObject_)
  330. return;
  331. assert(!destroyed_);
  332. if (scriptEventFunctions_.Contains(eventType))
  333. {
  334. duk_context* ctx = vm_->GetJSContext();
  335. JS_HEAP_PTR function = scriptEventFunctions_[eventType];
  336. if (eventType == E_PHYSICSBEGINCONTACT2D || E_PHYSICSENDCONTACT2D)
  337. {
  338. using namespace PhysicsBeginContact2D;
  339. PhysicsWorld2D* world = static_cast<PhysicsWorld2D*>(eventData[P_WORLD].GetPtr());
  340. RigidBody2D* bodyA = static_cast<RigidBody2D*>(eventData[P_BODYA].GetPtr());
  341. RigidBody2D* bodyB = static_cast<RigidBody2D*>(eventData[P_BODYB].GetPtr());
  342. Node* nodeA = static_cast<Node*>(eventData[P_NODEA].GetPtr());
  343. Node* nodeB = static_cast<Node*>(eventData[P_NODEB].GetPtr());
  344. duk_push_heapptr(ctx, function);
  345. js_push_class_object_instance(ctx, world);
  346. js_push_class_object_instance(ctx, bodyA);
  347. js_push_class_object_instance(ctx, bodyB);
  348. js_push_class_object_instance(ctx, nodeA);
  349. js_push_class_object_instance(ctx, nodeB);
  350. if (duk_pcall(ctx, 5) != 0)
  351. {
  352. vm_->SendJSErrorEvent();
  353. }
  354. duk_pop(ctx);
  355. }
  356. #ifdef ATOMIC_PHYSICS
  357. else if (eventType == E_NODECOLLISION)
  358. {
  359. // Check collision contacts and see if character is standing on ground (look for a contact that has near vertical normal)
  360. using namespace NodeCollision;
  361. MemoryBuffer contacts(eventData[P_CONTACTS].GetBuffer());
  362. while (!contacts.IsEof())
  363. {
  364. Vector3 contactPosition = contacts.ReadVector3();
  365. Vector3 contactNormal = contacts.ReadVector3();
  366. float contactDistance = contacts.ReadFloat();
  367. float contactImpulse = contacts.ReadFloat();
  368. duk_push_heapptr(ctx, function);
  369. duk_push_array(ctx);
  370. duk_push_number(ctx, contactPosition.x_);
  371. duk_put_prop_index(ctx, -2, 0);
  372. duk_push_number(ctx, contactPosition.y_);
  373. duk_put_prop_index(ctx, -2, 1);
  374. duk_push_number(ctx, contactPosition.z_);
  375. duk_put_prop_index(ctx, -2, 2);
  376. duk_push_array(ctx);
  377. duk_push_number(ctx, contactNormal.x_);
  378. duk_put_prop_index(ctx, -2, 0);
  379. duk_push_number(ctx, contactNormal.y_);
  380. duk_put_prop_index(ctx, -2, 1);
  381. duk_push_number(ctx, contactNormal.z_);
  382. duk_put_prop_index(ctx, -2, 2);
  383. duk_call(ctx, 2);
  384. duk_pop(ctx);
  385. }
  386. }
  387. #endif
  388. else
  389. {
  390. duk_push_heapptr(ctx, function);
  391. if (duk_pcall(ctx, 0) != 0)
  392. {
  393. vm_->SendJSErrorEvent();
  394. }
  395. duk_pop(ctx);
  396. }
  397. }
  398. }
  399. void JSComponent::GetScriptMethods()
  400. {
  401. if (!scriptObject_)
  402. return;
  403. duk_context* ctx = vm_->GetJSContext();
  404. duk_push_heapptr(ctx, scriptObject_);
  405. for (unsigned i = 0; i < MAX_JSSCRIPT_METHODS; ++i)
  406. {
  407. duk_get_prop_string(ctx, -1, methodDeclarations[i]);
  408. if (duk_is_function(ctx, -1))
  409. {
  410. methods_[i] = duk_get_heapptr(ctx, -1);
  411. }
  412. duk_pop(ctx);
  413. }
  414. duk_pop(ctx);
  415. }
  416. }