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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 23:35:45 +00:00
Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
Creates a networked and non-networked variant of DECLARE_MATERIALASSET macro
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a0ba345095
commit
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17 changed files with 301 additions and 117 deletions
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@ -126,23 +126,87 @@ public:
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#define assetText(x,suff) std::string(std::string(#x) + std::string(#suff)).c_str()
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#define initMaterialAsset(name) m##name##Name = StringTable->EmptyString(); m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
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#define initMaterialAsset(name) m##name##Name = ""; m##name##AssetId = StringTable->EmptyString(); m##name##Asset = NULL;
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#define bindMaterialAsset(name) if (m##name##AssetId != StringTable->EmptyString()) m##name##Asset = m##name##AssetId;
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#define scriptBindMaterialAsset(name, consoleClass, docs) addProtectedField(assetText(name, File), TypeMaterialName, Offset(m##name##Name, consoleClass), consoleClass::_set##name##Name, & defaultProtectedGetFn, assetText(name, docs)); \
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addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
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#define scriptBindMaterialAsset(name, consoleClass, docs)\
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addProtectedField(assetText(name, File), TypeMaterialName, Offset(m##name##Name, consoleClass), consoleClass::_set##name##Name, & defaultProtectedGetFn, assetText(name, docs), AbstractClassRep::FIELD_HideInInspectors); \
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addProtectedField(assetText(name, Asset), TypeMaterialAssetId, Offset(m##name##AssetId, consoleClass), consoleClass::_set##name##Asset, & defaultProtectedGetFn, assetText(name, asset reference.));
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#define DECLARE_MATERIALASSET(className,name) protected: \
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String m##name##Name;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<MaterialAsset> m##name##Asset;\
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public: \
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const String& get##name() const { return m##name##Name; }\
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void set##name(FileName _in) { m##name##Name = _in; }\
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const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
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static bool _set##name##Name(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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\
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StringTableEntry assetId = MaterialAsset::getAssetIdByMaterialName(StringTable->insert(data));\
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if (assetId != StringTable->EmptyString())\
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{\
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if (shape->_set##name##Asset(obj, index, assetId))\
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{\
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if (assetId == StringTable->insert("Core_Rendering:noMaterial"))\
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{\
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shape->m##name##Name = data;\
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shape->m##name##AssetId = StringTable->EmptyString();\
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\
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return true;\
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}\
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else\
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{\
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shape->m##name##AssetId = assetId;\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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return false;\
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}\
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}\
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}\
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else\
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{\
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shape->m##name##Asset = StringTable->EmptyString();\
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}\
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\
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return true;\
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}\
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\
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static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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{\
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className* shape = static_cast<className*>(obj);\
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shape->m##name##AssetId = StringTable->insert(data);\
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if (MaterialAsset::getAssetById(shape->m##name##AssetId, &shape->m##name##Asset))\
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{\
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if (shape->m##name##Asset.getAssetId() != StringTable->insert("Core_Rendering:noMaterial"))\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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return true;\
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}\
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return false;\
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}\
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\
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static bool set##name##Asset(const char* assetId)\
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{\
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m##name##AssetId = StringTable->insert(assetId);\
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if (m##name##AssetId != StringTable->EmptyString())\
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m##name##Asset = m##name##AssetId;\
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}
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/// <summary>
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/// DECLARE_MATERIALASSET is a utility macro for MaterialAssets. It takes in the name of the class using it, the name of the field for the material, and a networking bitmask
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/// The first 2 are for setting up/filling out the fields and class member defines
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/// The bitmask is for when the material is changed, it can automatically kick a network update on the owner object to pass the changed asset to clients
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/// </summary>
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#define DECLARE_MATERIALASSET(className,name,bitmask) protected: \
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StringTableEntry m##name##Name;\
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#define DECLARE_NET_MATERIALASSET(className,name,bitmask) protected: \
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String m##name##Name;\
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StringTableEntry m##name##AssetId;\
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AssetPtr<MaterialAsset> m##name##Asset;\
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public: \
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const StringTableEntry& get##name() const { return m##name##Name; }\
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const String& get##name() const { return m##name##Name; }\
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void set##name(FileName _in) { m##name##Name = _in; }\
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const AssetPtr<MaterialAsset> & get##name##Asset() const { return m##name##Asset; }\
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void set##name##Asset(AssetPtr<MaterialAsset>_in) { m##name##Asset = _in; }\
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@ -189,11 +253,29 @@ static bool _set##name##Asset(void* obj, const char* index, const char* data)\
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shape->m##name##Name = StringTable->EmptyString();\
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\
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shape->setMaskBits(bitmask);\
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shape->inspectPostApply();\
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return true;\
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}\
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shape->inspectPostApply();\
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return false;\
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}\
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\
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bool set##name##AssetId(const char* _assetId)\
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{\
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m##name##AssetId = StringTable->insert(_assetId);\
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if (m##name##AssetId != StringTable->EmptyString())\
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{\
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m##name##Asset = m##name##AssetId;\
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\
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setMaskBits(bitmask);\
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inspectPostApply();\
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return true;\
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}\
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\
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return false;\
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}
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#define packMaterialAsset(netconn, name)\
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if (stream->writeFlag(m##name##Asset.notNull()))\
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{\
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