Torque3D/Engine/source/T3D/assets/ShapeAsset.h

89 lines
2.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef SHAPE_ASSET_H
#define SHAPE_ASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
//-----------------------------------------------------------------------------
class ShapeAsset : public AssetBase
{
typedef AssetBase Parent;
AssetManager* mpOwningAssetManager;
bool mAssetInitialized;
AssetDefinition* mpAssetDefinition;
U32 mAcquireReferenceCount;
protected:
StringTableEntry mFileName;
Resource<TSShape> mShape;
public:
ShapeAsset();
virtual ~ShapeAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
virtual void initializeAsset();
/// Declare Console Object.
DECLARE_CONOBJECT(ShapeAsset);
bool loadShape();
TSShape* getShape() { return mShape; }
Resource<TSShape> getShapeResource() { return mShape; }
protected:
virtual void onAssetRefresh(void);
};
DefineConsoleType(TypeShapeAssetPtr, ShapeAsset)
#endif