1 /*
2 * Copyright (C) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "MeshResourceJS.h"
17
18 #include <scene/interface/intf_create_mesh.h>
19 #include <scene/interface/intf_mesh_resource.h>
20 #include <scene/interface/intf_scene.h>
21
22 #include "SceneJS.h"
23
MeshResourceJS(napi_env e,napi_callback_info i)24 MeshResourceJS::MeshResourceJS(napi_env e, napi_callback_info i)
25 : BaseObject<MeshResourceJS>(e, i), SceneResourceImpl(SceneResourceType::MESH_RESOURCE)
26 {
27 NapiApi::FunctionContext<NapiApi::Object, NapiApi::Object> fromJs(e, i);
28 NapiApi::Object meJs(fromJs.This());
29
30 if (!fromJs) {
31 // We except this was created internally and that things will be initialized later.
32 return;
33 }
34 scene_ = fromJs.Arg<0>().valueOrDefault();
35 // Add the dispose hook to scene so that the MeshResourceJS is disposed when scene is disposed.
36 if (auto sceneJS = GetJsWrapper<SceneJS>(scene_.GetObject())) {
37 sceneJS->DisposeHook(reinterpret_cast<uintptr_t>(&scene_), fromJs.This());
38 }
39
40 if (!GetNativeMeta<SCENE_NS::IScene>(scene_.GetObject())) {
41 LOG_F("INVALID SCENE!");
42 }
43
44 auto resourceParams = NapiApi::Object { fromJs.Arg<1>() };
45 auto nativeObj = GetNativeObjectParam<META_NS::IObject>(resourceParams);
46 if (!nativeObj) {
47 nativeObj = META_NS::GetObjectRegistry().Create<META_NS::IObject>(SCENE_NS::ClassId::MeshResource);
48 }
49
50 // TODO: Name remains undefined. This has no effect. There are prop problems with other SceneResourceImpls as well.
51 auto name = BASE_NS::string {};
52 if (auto nameParam = resourceParams.Get<BASE_NS::string>("name"); nameParam.IsDefined()) {
53 name = nameParam;
54 } else if (nativeObj) {
55 name = nativeObj->GetName();
56 }
57 if (!name.empty()) {
58 meJs.Set("name", name);
59 }
60
61 SetNativeObject(nativeObj, false);
62 StoreJsObj(nativeObj, meJs);
63
64 GeometryDefinition::GeometryDefinition* geomDef {};
65 napi_get_value_external(e, resourceParams.Get("GeometryDefinition"), (void**)&geomDef);
66 geometryDefinition_.reset(geomDef);
67 }
68
Init(napi_env env,napi_value exports)69 void MeshResourceJS::Init(napi_env env, napi_value exports)
70 {
71 BASE_NS::vector<napi_property_descriptor> node_props;
72 SceneResourceImpl::GetPropertyDescs(node_props);
73
74 #define NAPI_API_JS_NAME MeshResource
75 DeclareClass();
76 #undef NAPI_API_JS_NAME
77 }
78
GetInstanceImpl(uint32_t id)79 void* MeshResourceJS::GetInstanceImpl(uint32_t id)
80 {
81 return (id == MeshResourceJS::ID) ? this : SceneResourceImpl::GetInstanceImpl(id);
82 }
83
CreateMesh()84 SCENE_NS::IMesh::Ptr MeshResourceJS::CreateMesh()
85 {
86 auto scene = GetNativeMeta<SCENE_NS::IScene>(scene_.GetObject());
87 if (!scene || !geometryDefinition_) {
88 return {};
89 }
90
91 const auto meshCreator = scene->CreateObject<SCENE_NS::ICreateMesh>(SCENE_NS::ClassId::MeshCreator).GetResult();
92 // Name and material aren't set here. Name is set in the constructor. Material needs to be manually set later.
93 auto meshConfig = SCENE_NS::MeshConfig {};
94 return geometryDefinition_->CreateMesh(meshCreator, meshConfig);
95 }
96
DisposeNative(void * scene)97 void MeshResourceJS::DisposeNative(void* scene)
98 {
99 if (disposed_) {
100 return;
101 }
102 disposed_ = true;
103 if (auto node = interface_pointer_cast<SCENE_NS::IMeshResource>(GetNativeObject())) {
104 // reset the native object refs
105 SetNativeObject(nullptr, false);
106 SetNativeObject(nullptr, true);
107 }
108 geometryDefinition_.reset();
109
110 if (auto* sceneJS = static_cast<SceneJS*>(scene)) {
111 sceneJS->ReleaseDispose(reinterpret_cast<uintptr_t>(&scene_));
112 }
113
114 scene_.Reset();
115 }
116
Finalize(napi_env env)117 void MeshResourceJS::Finalize(napi_env env)
118 {
119 DisposeNative(GetJsWrapper<SceneJS>(scene_.GetObject()));
120 BaseObject::Finalize(env);
121 }