WIP of updating terrain editor to work with assets

Fix minor UI issues for asset browser
included folder 'asset type' script
This commit is contained in:
Areloch 2019-11-06 00:23:07 -06:00
parent a85bc7bae0
commit 22249bf4d4
25 changed files with 2203 additions and 1256 deletions

View file

@ -50,7 +50,12 @@
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef TERRAINASSET_H
#include "T3D/assets/TerrainAsset.h"
#endif
class GBitmap;
class TerrainBlock;
@ -120,6 +125,9 @@ protected:
///
FileName mTerrFileName;
AssetPtr<TerrainAsset> mTerrainAsset;
StringTableEntry mTerrainAssetId;
/// The maximum detail distance found in the material list.
F32 mMaxDetailDistance;
@ -241,6 +249,7 @@ protected:
// Protected fields
static bool _setTerrainFile( void *obj, const char *index, const char *data );
static bool _setTerrainAsset(void* obj, const char* index, const char* data);
static bool _setSquareSize( void *obj, const char *index, const char *data );
static bool _setBaseTexSize(void *obj, const char *index, const char *data);
static bool _setBaseTexFormat(void *obj, const char *index, const char *data);
@ -418,7 +427,10 @@ public:
void setFile(const Resource<TerrainFile>& file);
bool setTerrainAsset(const StringTableEntry terrainAssetId);
bool save(const char* filename);
bool saveAsset();
F32 getSquareSize() const { return mSquareSize; }