mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change Adds ability for taml XML serialization to properly assign array'd fields Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file Updated loading/handling logic in terrain material asset to be more similar to regular material assets
This commit is contained in:
parent
656475deaf
commit
630285def6
20 changed files with 791 additions and 318 deletions
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@ -40,6 +40,10 @@
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#include "assets/assetPtr.h"
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#endif
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#include "T3D/assets/assetImporter.h"
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StringTableEntry TerrainMaterialAsset::smNoTerrainMaterialAssetFallback = NULL;
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(TerrainMaterialAsset);
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@ -85,6 +89,35 @@ ConsoleSetType(TypeTerrainMaterialAssetPtr)
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Con::warnf("(TypeTerrainMaterialAssetPtr) - Cannot set multiple args to a single asset.");
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}
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ConsoleType(assetIdString, TypeTerrainMaterialAssetId, const char*, ASSET_ID_FIELD_PREFIX)
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ConsoleGetType(TypeTerrainMaterialAssetId)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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ConsoleSetType(TypeTerrainMaterialAssetId)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeTerrainMaterialAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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TerrainMaterialAsset::TerrainMaterialAsset()
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@ -92,24 +125,41 @@ TerrainMaterialAsset::TerrainMaterialAsset()
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mScriptFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mMatDefinitionName = StringTable->EmptyString();
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mMaterialDefinition = nullptr;
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mFXMaterialDefinition = nullptr;
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}
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//-----------------------------------------------------------------------------
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TerrainMaterialAsset::~TerrainMaterialAsset()
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{
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if (mMaterialDefinition)
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mMaterialDefinition->safeDeleteObject();
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if (mFXMaterialDefinition)
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mFXMaterialDefinition->safeDeleteObject();
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}
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//-----------------------------------------------------------------------------
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void TerrainMaterialAsset::consoleInit()
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{
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Parent::consoleInit();
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Con::addVariable("$Core::NoTerrainMaterialAssetFallback", TypeString, &smNoTerrainMaterialAssetFallback,
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"The assetId of the material to display when the requested material asset is missing.\n"
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"@ingroup GFX\n");
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smNoTerrainMaterialAssetFallback = StringTable->insert(Con::getVariable("$Core::NoTerrainMaterialAssetFallback"));
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}
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void TerrainMaterialAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainMaterialAsset), "");
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset),
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&setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
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//addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset),
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// &setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
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addField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset), "");
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addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, TerrainMaterialAsset), "Name of the material definition this asset is for.");
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}
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@ -121,28 +171,71 @@ void TerrainMaterialAsset::initializeAsset()
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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if (mMatDefinitionName == StringTable->EmptyString())
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{
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mLoadedState = Failed;
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return;
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}
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if (mMatDefinitionName == StringTable->insert("DetailBlue"))
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{
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bool asdfsd = true;
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}
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if (size() != 0 && mScriptPath == StringTable->EmptyString())
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{
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mLoadedState = EmbeddedDefinition;
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}
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else if (Torque::FS::IsScriptFile(mScriptPath))
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{
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if (!Sim::findObject(mMatDefinitionName))
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{
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if (Con::executeFile(mScriptPath, false, false))
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{
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mLoadedState = ScriptLoaded;
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}
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else
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{
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mLoadedState = Failed;
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}
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}
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else
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{
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mLoadedState = DefinitionAlreadyExists;
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}
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}
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loadMaterial();
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}
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void TerrainMaterialAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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if (mMatDefinitionName != StringTable->EmptyString())
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if (mMatDefinitionName == StringTable->EmptyString())
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{
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TerrainMaterial* matDef;
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if (!Sim::findObject(mMatDefinitionName, matDef))
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{
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Con::errorf("TerrainMaterialAsset: Unable to find the Material %s", mMatDefinitionName);
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mLoadedState = Failed;
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return;
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}
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//matDef->reload();
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if (Torque::FS::IsScriptFile(mScriptPath))
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{
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//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
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//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
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//when the engine encounters a named object conflict.
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String redefineBehaviorPrev = Con::getVariable("$Con::redefineBehavior");
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Con::setVariable("$Con::redefineBehavior", "replaceExisting");
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if (Con::executeFile(mScriptPath, false, false))
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mLoadedState = ScriptLoaded;
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else
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mLoadedState = Failed;
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//And now that we've executed, switch back to the prior behavior
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Con::setVariable("$Con::redefineBehavior", redefineBehaviorPrev.c_str());
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}
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loadMaterial();
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}
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void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
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@ -152,10 +245,6 @@ void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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@ -165,41 +254,185 @@ void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
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//------------------------------------------------------------------------------
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void TerrainMaterialAsset::loadMaterial()
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{
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if (mMaterialDefinition)
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mMaterialDefinition->safeDeleteObject();
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if (mFXMaterialDefinition)
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mFXMaterialDefinition->safeDeleteObject();
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if (mLoadedState == EmbeddedDefinition)
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{
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if (size() != 0)
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{
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for (U32 i = 0; i < size(); i++)
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{
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mMaterialDefinition = dynamic_cast<TerrainMaterial*>(getObject(i));
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if (mMaterialDefinition)
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{
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mLoadedState = Ok;
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mMaterialDefinition->setInternalName(getAssetId());
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continue;
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}
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//Otherwise, check if it's our FX material
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mFXMaterialDefinition = dynamic_cast<Material*>(getObject(i));
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if (mFXMaterialDefinition)
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{
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//mMaterialDefinition->setInternalName(getAssetId());
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mFXMaterialDefinition->reload();
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continue;
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}
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}
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}
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}
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else if ((mLoadedState == ScriptLoaded || mLoadedState == DefinitionAlreadyExists) && mMatDefinitionName != StringTable->EmptyString())
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{
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TerrainMaterial* matDef;
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if (!Sim::findObject(mMatDefinitionName, matDef))
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{
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Con::errorf("TerrainMaterialAsset: Unable to find the Material %s", mMatDefinitionName);
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mLoadedState = BadFileReference;
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return;
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}
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mMaterialDefinition = matDef;
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mLoadedState = Ok;
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mMaterialDefinition->setInternalName(getAssetId());
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return;
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}
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mLoadedState = Failed;
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}
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//------------------------------------------------------------------------------
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void TerrainMaterialAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
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//------------------------------------------------------------------------------
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U32 TerrainMaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr<TerrainMaterialAsset>* matAsset)
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{
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StringTableEntry materialAssetId = StringTable->EmptyString();
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AssetQuery* query = new AssetQuery();
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U32 foundCount = AssetDatabase.findAssetType(query, "TerrainMaterialAsset");
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if (foundCount == 0)
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AssetQuery query;
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U32 foundAssetcount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset");
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if (foundAssetcount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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materialAssetId = StringTable->insert("Core_Rendering:noMaterial");
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matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
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if (matAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of asset associated with material name %s failed with no fallback asset", matName);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*matAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference.", matName);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("TerrainMaterialAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, utilizing fallback asset", matName);
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(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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else
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{
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for (U32 i = 0; i < foundAssetcount; i++)
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{
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TerrainMaterialAsset* tMatAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query.mAssetList[i]);
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if (tMatAsset && tMatAsset->getMaterialDefinitionName() == matName)
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{
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matAsset->setAssetId(query.mAssetList[i]);
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AssetDatabase.releaseAsset(query.mAssetList[i]);
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return (*matAsset)->mLoadedState;
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}
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AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed
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}
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}
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//Somehow we failed to bind an asset, so just use the fallback and mark the failure
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matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
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(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
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{
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if (matName == StringTable->EmptyString())
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return StringTable->EmptyString();
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StringTableEntry materialAssetId = TerrainMaterialAsset::smNoTerrainMaterialAssetFallback;
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AssetQuery query;
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U32 foundCount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset");
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if (foundCount != 0)
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{
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for (U32 i = 0; i < foundCount; i++)
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{
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TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query->mAssetList[i]);
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TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query.mAssetList[i]);
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if (matAsset && matAsset->getMaterialDefinitionName() == matName)
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{
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materialAssetId = matAsset->getAssetId();
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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AssetDatabase.releaseAsset(query.mAssetList[i]);
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break;
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}
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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AssetDatabase.releaseAsset(query.mAssetList[i]);
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}
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}
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return materialAssetId;
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}
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U32 TerrainMaterialAsset::getAssetById(StringTableEntry assetId, AssetPtr<TerrainMaterialAsset>* materialAsset)
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{
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(*materialAsset) = assetId;
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if (materialAsset->notNull())
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{
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return (*materialAsset)->mLoadedState;
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}
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else
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{
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//Didn't work, so have us fall back to a placeholder asset
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materialAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
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if (materialAsset->isNull())
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{
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//Well that's bad, loading the fallback failed.
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Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
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return AssetErrCode::Failed;
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}
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//handle noshape not being loaded itself
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if ((*materialAsset)->mLoadedState == BadFileReference)
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{
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Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
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return AssetErrCode::BadFileReference;
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}
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Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
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(*materialAsset)->mLoadedState = AssetErrCode::UsingFallback;
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return AssetErrCode::UsingFallback;
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}
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}
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SimObjectPtr<TerrainMaterial> TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTableEntry assetId)
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{
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SimSet* terrainMatSet;
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if (!Sim::findObject("TerrainMaterialSet", terrainMatSet))
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{
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return nullptr;
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}
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SimObjectPtr<TerrainMaterial> matDef = dynamic_cast<TerrainMaterial*>(terrainMatSet->findObjectByInternalName(assetId));
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return matDef;
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(TerrainMaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
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@ -207,6 +440,26 @@ DefineEngineStaticMethod(TerrainMaterialAsset, getAssetIdByMaterialName, const c
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{
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return TerrainMaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
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}
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//MaterialAsset::findMaterialDefinitionByAssetId("Prototyping:Detail")
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DefineEngineStaticMethod(TerrainMaterialAsset, findMaterialDefinitionByAssetId, S32, (const char* assetId), (""),
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"Queries the MaterialSet to see if any MaterialDefinition exists that is associated to the provided assetId.\n"
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"@return The MaterialDefinition Id associated to the assetId, if any")
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{
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SimObjectPtr<TerrainMaterial> matDef = TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTable->insert(assetId));
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if (matDef.isNull())
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return SimObjectId(0);
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else
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return matDef->getId();
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}
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DefineEngineMethod(TerrainMaterialAsset, getScriptPath, const char*, (), ,
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"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
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"@return The AssetId of the associated asset, if any.")
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{
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return object->getScriptPath();
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}
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#endif
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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@ -343,3 +596,18 @@ DefineEngineMethod(GuiInspectorTypeTerrainMaterialAssetPtr, setMaterialAsset, vo
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return object->setMaterialAsset(assetId);
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}
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IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetId);
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ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetId,
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"@brief Inspector field type for Terrain Material Assets\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeTerrainMaterialAssetId::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeTerrainMaterialAssetId)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetId");
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}
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