mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
* Adjustment: Tweak the asset importer to use the Torque VFS functions.
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parent
cbe7ee13d6
commit
66f9336995
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@ -1400,7 +1400,7 @@ void AssetImportConfig::loadSISFile(Torque::Path filePath)
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String settingsFile = settingsFilePath + "/" + fileExtension + ".sis";
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FileObject* fileObj = new FileObject();
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if (Platform::isFile(settingsFile))
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if (Torque::FS::IsFile(settingsFile))
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{
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if (!fileObj->readMemory(settingsFile.c_str()))
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{
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@ -2074,7 +2074,7 @@ void AssetImporter::processShapeMaterialInfo(AssetImportObject* assetItem, S32 m
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if (fullFilePath.isNotEmpty())
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{
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if (!Platform::isFile(fullFilePath.c_str()))
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if (!Torque::FS::IsFile(fullFilePath.c_str()))
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{
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//could be a stale path reference, such as if it was downloaded elsewhere. Trim to just the filename and see
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//if we can find it there
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@ -2086,7 +2086,7 @@ void AssetImporter::processShapeMaterialInfo(AssetImportObject* assetItem, S32 m
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if(filePath.getPath().isEmpty())
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fullFilePath = shapePathBase + "/" + fullFilePath;
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if (Platform::isFile(fullFilePath.c_str()))
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if (Torque::FS::IsFile(fullFilePath.c_str()))
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{
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filePath = Torque::Path(fullFilePath);
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}
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@ -2203,7 +2203,7 @@ void AssetImporter::validateAsset(AssetImportObject* assetItem)
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}
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}
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if (!assetItem->filePath.isEmpty() && !assetItem->generatedAsset && !Platform::isFile(assetItem->filePath.getFullPath().c_str()))
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if (!assetItem->filePath.isEmpty() && !assetItem->generatedAsset && !Torque::FS::IsFile(assetItem->filePath.getFullPath().c_str()))
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{
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assetItem->status = "Error";
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assetItem->statusType = "MissingFile";
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@ -2667,8 +2667,8 @@ Torque::Path AssetImporter::importImageAsset(AssetImportObject* assetItem)
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dMemset(qualifiedFromFile, 0x00, sizeof(qualifiedFromFile));
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dMemset(qualifiedToFile, 0x00, sizeof(qualifiedToFile));
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dMemcpy(qualifiedFromFile, originalPath.c_str(), originalPath.size());
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dMemcpy(qualifiedToFile, assetPath.c_str(), assetPath.size());
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dMemcpy(qualifiedFromFile, originalPath.c_str(), std::min<dsize_t>(originalPath.size(), sizeof(qualifiedFromFile)));
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dMemcpy(qualifiedToFile, assetPath.c_str(), std::min<dsize_t>(assetPath.size(), sizeof(qualifiedToFile)));
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#endif
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newAsset->setAssetName(assetName);
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@ -2737,7 +2737,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
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Platform::makeFullPathName(originalPath.c_str(), qualifiedFromFile, sizeof(qualifiedFromFile));
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#else
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dMemset(qualifiedFromFile, 0x00, sizeof(qualifiedFromFile));
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dMemcpy(qualifiedFromFile, originalPath.c_str(), originalPath.size());
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dMemcpy(qualifiedFromFile, originalPath.c_str(), std::min<dsize_t>(originalPath.size(), sizeof(qualifiedFromFile)));
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#endif
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newAsset->setAssetName(assetName);
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@ -2817,7 +2817,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
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FileObject* file = new FileObject();
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file->registerObject();
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if (activeImportConfig->UseExistingMaterials && Platform::isFile(qualifiedFromFile))
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if (activeImportConfig->UseExistingMaterials && Torque::FS::IsFile(qualifiedFromFile))
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{
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//Now write the script file containing our material out
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//There's 2 ways to do this. If we're in-place importing an existing asset, we can see if the definition existed already, like in an old
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@ -3024,10 +3024,10 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
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dMemset(qualifiedFromCSFile, 0x00, sizeof(qualifiedFromCSFile));
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dMemset(qualifiedToCSFile, 0x00, sizeof(qualifiedToCSFile));
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dMemcpy(qualifiedFromFile, originalPath.c_str(), originalPath.size());
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dMemcpy(qualifiedToFile, assetPath.c_str(), assetPath.size());
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dMemcpy(qualifiedFromCSFile, originalConstructorPath.c_str(), originalConstructorPath.size());
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dMemcpy(qualifiedToCSFile, constructorPath.c_str(), constructorPath.size());
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dMemcpy(qualifiedFromFile, originalPath.c_str(), std::min<dsize_t>(originalPath.size(), sizeof(qualifiedFromFile)));
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dMemcpy(qualifiedToFile, assetPath.c_str(), std::min<dsize_t>(assetPath.size(), sizeof(qualifiedToFile)));
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dMemcpy(qualifiedFromCSFile, originalConstructorPath.c_str(), std::min<dsize_t>(originalConstructorPath.size(), sizeof(qualifiedFromCSFile)));
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dMemcpy(qualifiedToCSFile, constructorPath.c_str(), std::min<dsize_t>(constructorPath.size(), sizeof(qualifiedToCSFile)));
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#endif
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newAsset->setAssetName(assetName);
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@ -3119,7 +3119,7 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
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if (!isInPlace)
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{
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if (Platform::isFile(qualifiedFromCSFile))
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if (Torque::FS::IsFile(qualifiedFromCSFile))
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{
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if (!Torque::FS::CopyFile(qualifiedFromCSFile, qualifiedToCSFile, !isReimport))
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{
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@ -3138,7 +3138,7 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
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else
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{
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//We're doing an in-place import, so double check we've already got a constructor file in the expected spot
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if (Platform::isFile(qualifiedFromCSFile))
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if (Torque::FS::IsFile(qualifiedFromCSFile))
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{
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//Yup, found it, we're good to go
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makeNewConstructor = false;
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@ -3151,7 +3151,7 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
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Torque::Path constrFilePath = qualifiedFromCSFile;
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constrFilePath.setExtension("cs");
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if (Platform::isFile(constrFilePath.getFullPath().c_str()))
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if (Torque::FS::IsFile(constrFilePath.getFullPath().c_str()))
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{
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//Yup, found it, we're good to go
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makeNewConstructor = false;
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@ -3320,8 +3320,8 @@ Torque::Path AssetImporter::importSoundAsset(AssetImportObject* assetItem)
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dMemset(qualifiedFromFile, 0x00, sizeof(qualifiedFromFile));
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dMemset(qualifiedToFile, 0x00, sizeof(qualifiedToFile));
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dMemcpy(qualifiedFromFile, originalPath.c_str(), originalPath.size());
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dMemcpy(qualifiedToFile, assetPath.c_str(), assetPath.size());
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dMemcpy(qualifiedFromFile, originalPath.c_str(), std::min<dsize_t>(originalPath.size(), sizeof(qualifiedFromFile)));
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dMemcpy(qualifiedToFile, assetPath.c_str(), std::min<dsize_t>(assetPath.size(), sizeof(qualifiedToFile)));
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#endif
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newAsset->setAssetName(assetName);
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@ -3384,8 +3384,8 @@ Torque::Path AssetImporter::importShapeAnimationAsset(AssetImportObject* assetIt
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dMemset(qualifiedFromFile, 0x00, sizeof(qualifiedFromFile));
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dMemset(qualifiedToFile, 0x00, sizeof(qualifiedToFile));
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dMemcpy(qualifiedFromFile, originalPath.c_str(), originalPath.size());
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dMemcpy(qualifiedToFile, assetPath.c_str(), assetPath.size());
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dMemcpy(qualifiedFromFile, originalPath.c_str(), std::min<dsize_t>(originalPath.size(), sizeof(qualifiedFromFile)));
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dMemcpy(qualifiedToFile, assetPath.c_str(), std::min<dsize_t>(assetPath.size(), sizeof(qualifiedToFile)));
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#endif
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newAsset->setAssetName(assetName);
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@ -455,7 +455,13 @@ DefineEngineFunction(getDirectoryList, String, ( const char* path, S32 depth ),
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{
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// Grab the full path.
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char fullpath[1024];
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#ifdef TORQUE_SECURE_VFS
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dMemset(fullpath, 0x00, sizeof(fullpath));
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dMemcpy(fullpath, path, dStrlen(path));
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#else
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Platform::makeFullPathName(String::compare(path, "/") == 0 ? "" : path, fullpath, sizeof(fullpath));
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#endif
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//dSprintf(fullpath, 511, "%s/%s", Platform::getWorkingDirectory(), path);
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@ -469,7 +475,11 @@ DefineEngineFunction(getDirectoryList, String, ( const char* path, S32 depth ),
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// Dump the directories.
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Vector<StringTableEntry> directories;
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#ifdef TORQUE_SECURE_VFS
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Torque::FS::DumpDirectories(fullpath, directories, depth, true);
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#else
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Platform::dumpDirectories(fullpath, directories, depth, true);
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#endif
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if( directories.empty() )
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return "";
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