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https://github.com/TorqueGameEngines/Torque3D.git
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Parametrize script extension, default to 'tscript'
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542 changed files with 774 additions and 783 deletions
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@ -150,7 +150,7 @@ void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) co
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else
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{ // OPAQUE
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translucent = false;
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blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.cs
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blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.tscript
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}
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}
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}
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@ -296,7 +296,7 @@ String AssimpAppMaterial::cleanTextureName(String& texName, String& shapeName, c
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if (nameOnly)
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cleanStr = foundPath.getFullFileName();
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else
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{ // Unless the file is in the same directory as the materials.cs (covered above)
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{ // Unless the file is in the same directory as the materials.tscript (covered above)
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// we need to set the full path from the root directory. If we use "subdirectory/file.ext",
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// the material manager won't find the image file, but it will be found the next time the
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// material is loaded from file. If we use "./subdirectory/file.ext", the image will be found
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@ -427,7 +427,7 @@ void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
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{
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Torque::Path scriptPath(path);
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scriptPath.setFileName("materials");
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scriptPath.setExtension("cs");
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scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
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// First see what materials we need to update
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PersistenceManager persistMgr;
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@ -40,7 +40,7 @@ public:
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ColladaExtension_effect* effectExt; ///< effect extension
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String name; ///< Name of this material (cleaned)
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// Settings extracted from the Collada file, and optionally saved to materials.cs
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// Settings extracted from the Collada file, and optionally saved to materials.tscript
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String diffuseMap;
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String normalMap;
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@ -453,7 +453,7 @@ void copySketchupTexture(const Torque::Path &path, String &textureFilename)
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}
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//-----------------------------------------------------------------------------
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/// Add collada materials to materials.cs
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/// Add collada materials to materials.tscript
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void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
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{
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#ifdef DAE2DTS_TOOL
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@ -463,7 +463,7 @@ void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
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Torque::Path scriptPath(path);
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scriptPath.setFileName("materials");
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scriptPath.setExtension("cs");
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scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
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// First see what materials we need to update
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PersistenceManager persistMgr;
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@ -731,7 +731,7 @@ TSShape* loadColladaShape(const Torque::Path &path)
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#endif // DAE2DTS_TOOL
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// Add collada materials to materials.cs
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// Add collada materials to materials.tscript
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updateMaterialsScript(path, isSketchup);
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}
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}
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@ -181,7 +181,7 @@ String ColladaUtils::resolveImagePath(const domImage* image)
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// it is inside the Torque folder, otherwise force textures
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// to be in the same folder as the shape.
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// 2. If the URI string contains a relative path, append it
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// to the shape path (since materials.cs cannot handle
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// to the shape path (since materials.tscript cannot handle
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// relative paths).
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Torque::Path imagePath;
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@ -101,7 +101,7 @@ namespace ColladaUtils
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bool ignoreNodeScale; // Ignore <scale> elements in <node>s
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bool adjustCenter; // Translate model so origin is at the center
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bool adjustFloor; // Translate model so origin is at the bottom
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bool forceUpdateMaterials; // Force update of materials.cs
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bool forceUpdateMaterials; // Force update of materials.tscript
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bool useDiffuseNames; // Use diffuse texture as the material name
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// Assimp specific preprocess import options
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@ -2112,14 +2112,14 @@ template<> void *Resource<TSShape>::create(const Torque::Path &path)
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{
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// Execute the shape script if it exists
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Torque::Path scriptPath(path);
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scriptPath.setExtension("cs");
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scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
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// Don't execute the script if we're already doing so!
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StringTableEntry currentScript = Platform::stripBasePath(CodeBlock::getCurrentCodeBlockFullPath());
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if (!scriptPath.getFullPath().equal(currentScript))
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{
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Torque::Path scriptPathDSO(scriptPath);
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scriptPathDSO.setExtension("cs.dso");
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scriptPathDSO.setExtension(TORQUE_SCRIPT_EXTENSION ".dso");
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if (Torque::FS::IsFile(scriptPathDSO) || Torque::FS::IsFile(scriptPath))
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{
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@ -313,9 +313,9 @@ void TSShapeConstructor::initPersistFields()
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"@see adjustCenter" );
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addField( "forceUpdateMaterials", TypeBool, Offset(mOptions.forceUpdateMaterials, TSShapeConstructor),
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"Forces update of the materials.cs file in the same folder as the COLLADA "
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"Forces update of the materials." TORQUE_SCRIPT_EXTENSION " file in the same folder as the COLLADA "
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"(.dae) file, even if Materials already exist. No effect for DTS files.\n"
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"Normally only Materials that are not already defined are written to materials.cs." );
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"Normally only Materials that are not already defined are written to materials." TORQUE_SCRIPT_EXTENSION "." );
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// Fields added for assimp options
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addField( "convertLeftHanded", TypeBool, Offset(mOptions.convertLeftHanded, TSShapeConstructor),
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@ -710,11 +710,11 @@ DefineTSShapeConstructorMethod( saveShape, void, ( const char* filename ),,
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DefineTSShapeConstructorMethod( writeChangeSet, void, (),,
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(),,
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"Write the current change set to a TSShapeConstructor script file. The "
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"name of the script file is the same as the model, but with .cs extension. "
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"eg. myShape.cs for myShape.dts or myShape.dae.\n" )
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"name of the script file is the same as the model, but with ." TORQUE_SCRIPT_EXTENSION " extension. "
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"eg. myShape." TORQUE_SCRIPT_EXTENSION " for myShape.dts or myShape.dae.\n" )
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{
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Torque::Path scriptPath( mShapePath );
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scriptPath.setExtension( "cs" );
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scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
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// Read current file contents
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FileObject f;
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