BsScriptComponent.cpp 10 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "Serialization/BsScriptAssemblyManager.h"
  7. #include "BsScriptMeta.h"
  8. #include "BsMonoField.h"
  9. #include "BsMonoClass.h"
  10. #include "BsMonoMethod.h"
  11. #include "BsMonoManager.h"
  12. #include "BsMonoUtil.h"
  13. #include "Wrappers/BsScriptSceneObject.h"
  14. #include "Serialization/BsScriptAssemblyManager.h"
  15. #include "BsManagedComponent.h"
  16. #include "Scene/BsSceneObject.h"
  17. #include "BsMonoUtil.h"
  18. namespace bs
  19. {
  20. ScriptComponentBase::ScriptComponentBase(MonoObject* instance)
  21. :ScriptGameObjectBase(instance)
  22. { }
  23. void ScriptComponentBase::destroy(bool assemblyRefresh)
  24. {
  25. // It's possible that managed component is destroyed but a reference to it is still kept during assembly refresh.
  26. // Such components shouldn't be restored so we delete them.
  27. HComponent component = getComponent();
  28. if (!assemblyRefresh || component.isDestroyed(true))
  29. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  30. }
  31. bool ScriptComponentBase::checkIfDestroyed(const GameObjectHandleBase& handle)
  32. {
  33. if (handle.isDestroyed())
  34. {
  35. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + toString(handle.getInstanceId()));
  36. return true;
  37. }
  38. return false;
  39. }
  40. ScriptComponent::ScriptComponent(MonoObject* instance)
  41. :ScriptObject(instance)
  42. {
  43. assert(instance != nullptr);
  44. }
  45. void ScriptComponent::initRuntimeData()
  46. {
  47. metaData.scriptClass->addInternalCall("Internal_AddComponent", (void*)&ScriptComponent::internal_addComponent);
  48. metaData.scriptClass->addInternalCall("Internal_GetComponent", (void*)&ScriptComponent::internal_getComponent);
  49. metaData.scriptClass->addInternalCall("Internal_GetComponents", (void*)&ScriptComponent::internal_getComponents);
  50. metaData.scriptClass->addInternalCall("Internal_GetComponentsPerType", (void*)&ScriptComponent::internal_getComponentsPerType);
  51. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", (void*)&ScriptComponent::internal_removeComponent);
  52. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", (void*)&ScriptComponent::internal_getSceneObject);
  53. metaData.scriptClass->addInternalCall("Internal_GetNotifyFlags", (void*)&ScriptComponent::internal_getNotifyFlags);
  54. metaData.scriptClass->addInternalCall("Internal_SetNotifyFlags", (void*)&ScriptComponent::internal_setNotifyFlags);
  55. metaData.scriptClass->addInternalCall("Internal_Destroy", (void*)&ScriptComponent::internal_destroy);
  56. }
  57. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  58. {
  59. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  60. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  61. if (checkIfDestroyed(so))
  62. return nullptr;
  63. ScriptAssemblyManager& sam = ScriptAssemblyManager::instance();
  64. MonoClass* managedComponent = sam.getManagedComponentClass();
  65. ::MonoClass* requestedClass = MonoUtil::getClass(type);
  66. bool isManagedComponent = MonoUtil::isSubClassOf(requestedClass, managedComponent->_getInternalClass());
  67. if(isManagedComponent)
  68. {
  69. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  70. return mc->getManagedInstance();
  71. }
  72. else
  73. {
  74. BuiltinComponentInfo* info = sam.getBuiltinComponentInfo(type);
  75. if (info == nullptr)
  76. return nullptr;
  77. HComponent component = so->addComponent(info->typeId);
  78. ScriptComponentBase* scriptComponent =
  79. ScriptGameObjectManager::instance().createBuiltinScriptComponent(component);
  80. return scriptComponent->getManagedInstance();
  81. }
  82. }
  83. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  84. {
  85. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  86. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  87. if (checkIfDestroyed(so))
  88. return nullptr;
  89. ScriptAssemblyManager& sam = ScriptAssemblyManager::instance();
  90. BuiltinComponentInfo* info = sam.getBuiltinComponentInfo(type);
  91. ::MonoClass* baseClass = MonoUtil::getClass(type);
  92. const Vector<HComponent>& mComponents = so->getComponents();
  93. for(auto& component : mComponents)
  94. {
  95. if(component->getTypeId() == TID_ManagedComponent)
  96. {
  97. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  98. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  99. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  100. if(MonoUtil::isSubClassOf(componentClass, baseClass))
  101. {
  102. return managedComponent->getManagedInstance();
  103. }
  104. }
  105. else
  106. {
  107. if(info == nullptr)
  108. continue;
  109. if(info->typeId == component->getTypeId())
  110. {
  111. ScriptComponentBase* scriptComponent = ScriptGameObjectManager::instance().getBuiltinScriptComponent(component);
  112. return scriptComponent->getManagedInstance();
  113. }
  114. }
  115. }
  116. return nullptr;
  117. }
  118. MonoArray* ScriptComponent::internal_getComponentsPerType(MonoObject* parentSceneObject, MonoReflectionType* type)
  119. {
  120. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  121. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  122. ScriptAssemblyManager& sam = ScriptAssemblyManager::instance();
  123. BuiltinComponentInfo* info = sam.getBuiltinComponentInfo(type);
  124. ::MonoClass* baseClass = MonoUtil::getClass(type);
  125. Vector<MonoObject*> managedComponents;
  126. if (!checkIfDestroyed(so))
  127. {
  128. const Vector<HComponent>& mComponents = so->getComponents();
  129. for (auto& component : mComponents)
  130. {
  131. if (component->getTypeId() == TID_ManagedComponent)
  132. {
  133. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  134. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  135. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  136. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  137. managedComponents.push_back(managedComponent->getManagedInstance());
  138. }
  139. else
  140. {
  141. if(info == nullptr)
  142. continue;
  143. if(info->typeId == component->getTypeId())
  144. {
  145. ScriptComponentBase* scriptComponent = ScriptGameObjectManager::instance().getBuiltinScriptComponent(component);
  146. managedComponents.push_back(scriptComponent->getManagedInstance());
  147. }
  148. }
  149. }
  150. }
  151. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  152. for (UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  153. scriptArray.set(i, managedComponents[i]);
  154. return scriptArray.getInternal();
  155. }
  156. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  157. {
  158. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  159. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  160. Vector<MonoObject*> managedComponents;
  161. if (!checkIfDestroyed(so))
  162. {
  163. const Vector<HComponent>& mComponents = so->getComponents();
  164. for (auto& component : mComponents)
  165. {
  166. if (component->getTypeId() == TID_ManagedComponent)
  167. {
  168. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  169. managedComponents.push_back(managedComponent->getManagedInstance());
  170. }
  171. else
  172. {
  173. ScriptComponentBase* scriptComponent = ScriptGameObjectManager::instance().getBuiltinScriptComponent(component);
  174. if(scriptComponent != nullptr)
  175. managedComponents.push_back(scriptComponent->getManagedInstance());
  176. }
  177. }
  178. }
  179. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  180. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  181. scriptArray.set(i, managedComponents[i]);
  182. return scriptArray.getInternal();
  183. }
  184. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  185. {
  186. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  187. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  188. if (checkIfDestroyed(so))
  189. return;
  190. ScriptAssemblyManager& sam = ScriptAssemblyManager::instance();
  191. BuiltinComponentInfo* info = sam.getBuiltinComponentInfo(type);
  192. ::MonoClass* baseClass = MonoUtil::getClass(type);
  193. const Vector<HComponent>& mComponents = so->getComponents();
  194. for(auto& component : mComponents)
  195. {
  196. if (component->getTypeId() == TID_ManagedComponent)
  197. {
  198. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  199. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  200. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  201. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  202. {
  203. managedComponent->destroy();
  204. return;
  205. }
  206. }
  207. else
  208. {
  209. if(info == nullptr)
  210. continue;
  211. if(info->typeId == component->getTypeId())
  212. {
  213. component->destroy();
  214. return;
  215. }
  216. }
  217. }
  218. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  219. }
  220. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponentBase* nativeInstance)
  221. {
  222. HComponent component = nativeInstance->getComponent();
  223. if (checkIfDestroyed(component))
  224. return nullptr;
  225. HSceneObject sceneObject = component->sceneObject();
  226. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  227. assert(scriptSO->getManagedInstance() != nullptr);
  228. return scriptSO->getManagedInstance();
  229. }
  230. TransformChangedFlags ScriptComponent::internal_getNotifyFlags(ScriptComponentBase* nativeInstance)
  231. {
  232. HComponent component = nativeInstance->getComponent();
  233. if (!checkIfDestroyed(component))
  234. return component->_getNotifyFlags();
  235. return TCF_None;
  236. }
  237. void ScriptComponent::internal_setNotifyFlags(ScriptComponentBase* nativeInstance, TransformChangedFlags flags)
  238. {
  239. HComponent component = nativeInstance->getComponent();
  240. if (!checkIfDestroyed(component))
  241. component->setNotifyFlags(flags);
  242. }
  243. void ScriptComponent::internal_destroy(ScriptComponentBase* nativeInstance, bool immediate)
  244. {
  245. HComponent component = nativeInstance->getComponent();
  246. if (!checkIfDestroyed(component))
  247. component->destroy(immediate);
  248. }
  249. }