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https://github.com/TorqueGameEngines/Torque3D.git
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Includes required support functions for ImageAsset
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4f319d3d2c
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@ -239,6 +239,50 @@ const char* ImageAsset::getImageInfo()
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return "";
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}
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const char* ImageAsset::getImageTypeNameFromType(ImageAsset::ImageTypes type)
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{
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// must match ImageTypes order
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static const char* _names[] = {
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"Albedo"
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"Normal"
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"Composite"
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"GUI"
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"Roughness"
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"AO"
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"Metalness"
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"Glow"
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"Particle"
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"Decal"
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"Cubemap"
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};
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if (type < 0 || type >= ImageTypeCount)
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{
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Con::errorf("ImageAsset::getAdapterNameFromType - Invalid ImageType, defaulting to Albedo");
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return _names[Albedo];
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}
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return _names[type];
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}
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ImageAsset::ImageTypes ImageAsset::getImageTypeFromName(const char* name)
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{
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S32 ret = -1;
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for (S32 i = 0; i < ImageTypeCount; i++)
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{
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if (!dStricmp(getImageTypeNameFromType((ImageTypes)i), name))
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ret = i;
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}
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if (ret == -1)
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{
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Con::errorf("ImageAsset::getImageTypeFromName - Invalid ImageType name, defaulting to Albedo");
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ret = Albedo;
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}
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return (ImageTypes)ret;
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}
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DefineEngineMethod(ImageAsset, getImageFilename, const char*, (), ,
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"Creates an instance of the given GameObject given the asset definition.\n"
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"@return The GameObject entity created from the asset.")
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@ -65,6 +65,7 @@ public:
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Particle = 8,
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Decal = 9,
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Cubemap = 10,
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ImageTypeCount = 11
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};
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protected:
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@ -100,6 +101,11 @@ public:
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const char* getImageInfo();
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static const char* getImageTypeNameFromType(ImageTypes type);
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static ImageTypes getImageTypeFromName(const char* name);
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void setImageType(ImageTypes type) { mImageType = type; }
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protected:
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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@ -896,12 +896,12 @@ void AssetImporter::processImportAssets(AssetImportObject* assetItem)
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processImageAsset(item);
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else if (item->assetType == String("ShapeAsset"))
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processShapeAsset(item);
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else if (item->assetType == String("SoundAsset"))
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SoundAsset::prepareAssetForImport(this, item);
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/*else if (item->assetType == String("SoundAsset"))
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SoundAsset::prepareAssetForImport(this, item);*/
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else if (item->assetType == String("MaterialAsset"))
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processMaterialAsset(item);
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else if (item->assetType == String("ShapeAnimationAsset"))
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ShapeAnimationAsset::prepareAssetForImport(this, item);
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/*else if (item->assetType == String("ShapeAnimationAsset"))
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ShapeAnimationAsset::prepareAssetForImport(this, item);*/
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item->processed = true;
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}
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@ -933,12 +933,12 @@ void AssetImporter::processImportAssets(AssetImportObject* assetItem)
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processImageAsset(childItem);
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else if (childItem->assetType == String("ShapeAsset"))
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processShapeAsset(childItem);
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else if (childItem->assetType == String("SoundAsset"))
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SoundAsset::prepareAssetForImport(this, childItem);
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/*else if (childItem->assetType == String("SoundAsset"))
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SoundAsset::prepareAssetForImport(this, childItem);*/
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else if (childItem->assetType == String("MaterialAsset"))
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processMaterialAsset(childItem);
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else if (childItem->assetType == String("ShapeAnimationAsset"))
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ShapeAnimationAsset::prepareAssetForImport(this, childItem);
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/*else if (childItem->assetType == String("ShapeAnimationAsset"))
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ShapeAnimationAsset::prepareAssetForImport(this, childItem);*/
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childItem->processed = true;
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}
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@ -1549,12 +1549,12 @@ void AssetImporter::importAssets(AssetImportObject* assetItem)
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assetPath = importImageAsset(importingAssets[i]);
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else if (importingAssets[i]->assetType == String("ShapeAsset"))
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assetPath = importShapeAsset(importingAssets[i]);
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else if (importingAssets[i]->assetType == String("SoundAsset"))
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assetPath = SoundAsset::importAsset(importingAssets[i]);
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/*else if (importingAssets[i]->assetType == String("SoundAsset"))
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assetPath = SoundAsset::importAsset(importingAssets[i]);*/
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else if (importingAssets[i]->assetType == String("MaterialAsset"))
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assetPath = importMaterialAsset(importingAssets[i]);
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else if (importingAssets[i]->assetType == String("ShapeAnimationAsset"))
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assetPath = ShapeAnimationAsset::importAsset(importingAssets[i]);
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/*else if (importingAssets[i]->assetType == String("ShapeAnimationAsset"))
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assetPath = ShapeAnimationAsset::importAsset(importingAssets[i]);*/
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//If we got a valid filepath back from the import action, then we know we're good to go and we can go ahead and register the asset!
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if (!assetPath.isEmpty() && !isReimport)
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@ -1587,12 +1587,12 @@ void AssetImporter::importAssets(AssetImportObject* assetItem)
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assetPath = importImageAsset(childItem);
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else if (childItem->assetType == String("ShapeAsset"))
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assetPath = importShapeAsset(childItem);
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else if (childItem->assetType == String("SoundAsset"))
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assetPath = SoundAsset::importAsset(childItem);
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/*else if (childItem->assetType == String("SoundAsset"))
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assetPath = SoundAsset::importAsset(childItem);*/
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else if (childItem->assetType == String("MaterialAsset"))
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assetPath = importMaterialAsset(childItem);
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else if (childItem->assetType == String("ShapeAnimationAsset"))
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assetPath = ShapeAnimationAsset::importAsset(childItem);
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/*else if (childItem->assetType == String("ShapeAnimationAsset"))
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assetPath = ShapeAnimationAsset::importAsset(childItem);*/
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//If we got a valid filepath back from the import action, then we know we're good to go and we can go ahead and register the asset!
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if (!assetPath.isEmpty() && !isReimport)
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