mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam Added function to SimGroup to easily acquire child object by index Some minor cleanup of commented lines in asset browser Fixed forward/backward navigation arrow behavior in asset browser Fixed double-click navigation when the AB is in select mode Fixed erroneous 'could not acquire asset' messages when navigating folders in AB Added editor setting for UseGroupSnap snap option and integrated it into the UI interface Removed some duplicate settings from the EditorSettingsWindow
394 lines
10 KiB
C++
394 lines
10 KiB
C++
#include "Scene.h"
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#include "T3D/assets/LevelAsset.h"
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Scene * Scene::smRootScene = nullptr;
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Vector<Scene*> Scene::smSceneList;
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IMPLEMENT_CO_NETOBJECT_V1(Scene);
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Scene::Scene() :
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mIsSubScene(false),
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mParentScene(nullptr),
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mSceneId(-1),
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mIsEditing(false),
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mIsDirty(false)
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{
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mGameModeName = StringTable->EmptyString();
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}
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Scene::~Scene()
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{
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}
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void Scene::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Internal");
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addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
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addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
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addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
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endGroup("Internal");
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addGroup("Gameplay");
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addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
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endGroup("Gameplay");
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}
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bool Scene::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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smSceneList.push_back(this);
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mSceneId = smSceneList.size() - 1;
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/*if (smRootScene == nullptr)
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{
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//we're the first scene, so we're the root. woo!
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smRootScene = this;
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}
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else
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{
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mIsSubScene = true;
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smRootScene->mSubScenes.push_back(this);
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}*/
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return true;
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}
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void Scene::onRemove()
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{
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Parent::onRemove();
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smSceneList.remove(this);
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mSceneId = -1;
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/*if (smRootScene == this)
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{
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for (U32 i = 0; i < mSubScenes.size(); i++)
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{
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mSubScenes[i]->deleteObject();
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}
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}
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else if (smRootScene != nullptr)
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{
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for (U32 i = 0; i < mSubScenes.size(); i++)
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{
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if(mSubScenes[i]->getId() == getId())
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smRootScene->mSubScenes.erase(i);
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}
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}*/
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}
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void Scene::onPostAdd()
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{
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if (isMethod("onPostAdd"))
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Con::executef(this, "onPostAdd");
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}
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void Scene::addObject(SimObject* object)
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{
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//Child scene
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Scene* scene = dynamic_cast<Scene*>(object);
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if (scene)
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{
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//We'll keep these principly separate so they don't get saved into each other
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mSubScenes.push_back(scene);
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return;
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}
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SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
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if (sceneObj)
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{
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//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
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mPermanentObjects.push_back(sceneObj);
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Parent::addObject(object);
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return;
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}
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//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
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Parent::addObject(object);
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}
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void Scene::removeObject(SimObject* object)
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{
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//Child scene
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Scene* scene = dynamic_cast<Scene*>(object);
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if (scene)
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{
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//We'll keep these principly separate so they don't get saved into each other
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mSubScenes.remove(scene);
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return;
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}
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SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
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if (sceneObj)
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{
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//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
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mPermanentObjects.remove(sceneObj);
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Parent::removeObject(object);
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return;
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}
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Parent::removeObject(object);
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}
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void Scene::addDynamicObject(SceneObject* object)
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{
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mDynamicObjects.push_back(object);
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//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
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Parent::addObject(object);
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}
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void Scene::removeDynamicObject(SceneObject* object)
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{
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mDynamicObjects.remove(object);
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//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
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Parent::removeObject(object);
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}
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void Scene::interpolateTick(F32 delta)
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{
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}
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void Scene::processTick()
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{
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}
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void Scene::advanceTime(F32 timeDelta)
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{
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}
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U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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bool ret = Parent::packUpdate(conn, mask, stream);
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return ret;
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}
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void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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}
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void Scene::dumpUtilizedAssets()
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{
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Con::printf("Dumping utilized assets in scene!");
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Vector<StringTableEntry> utilizedAssetsList;
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for (U32 i = 0; i < mPermanentObjects.size(); i++)
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{
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mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
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}
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for (U32 i = 0; i < mDynamicObjects.size(); i++)
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{
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mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
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}
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for (U32 i = 0; i < utilizedAssetsList.size(); i++)
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{
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Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
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}
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Con::printf("Utilized Asset dump complete!");
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}
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StringTableEntry Scene::getOriginatingFile()
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{
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return getFilename();
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}
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StringTableEntry Scene::getLevelAsset()
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{
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StringTableEntry levelFile = getFilename();
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if (levelFile == StringTable->EmptyString())
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return StringTable->EmptyString();
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AssetQuery* query = new AssetQuery();
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query->registerObject();
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S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
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if (foundAssetcount == 0)
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return StringTable->EmptyString();
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else
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return query->mAssetList[0];
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}
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bool Scene::saveScene(StringTableEntry fileName)
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{
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//So, we ultimately want to not only save out the level, but also collate all the assets utilized
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//by the static objects in the scene so we can have those before we parse the level file itself
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//Useful for preloading or stat tracking
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//First, save the level file
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if (fileName == StringTable->EmptyString())
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{
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fileName = getOriginatingFile();
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}
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bool saveSuccess = save(fileName);
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if (!saveSuccess)
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return false;
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//Get the level asset
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StringTableEntry levelAsset = getLevelAsset();
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if (levelAsset == StringTable->EmptyString())
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return saveSuccess;
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LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
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levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
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//Next, lets build out our
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Vector<StringTableEntry> utilizedAssetsList;
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for (U32 i = 0; i < size(); i++)
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{
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getUtilizedAssetsFromSceneObject(getObject(i), &utilizedAssetsList);
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}
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for (U32 i = 0; i < utilizedAssetsList.size(); i++)
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{
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levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]);
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}
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saveSuccess = levelAssetDef->saveAsset();
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return saveSuccess;
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}
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void Scene::getUtilizedAssetsFromSceneObject(SimObject* object, Vector<StringTableEntry>* usedAssetsList)
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{
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SceneObject* obj = dynamic_cast<SceneObject*>(object);
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if(obj)
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obj->getUtilizedAssets(usedAssetsList);
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SimGroup* group = dynamic_cast<SimGroup*>(object);
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if (group)
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{
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for (U32 c = 0; c < group->size(); c++)
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{
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SceneObject* childObj = dynamic_cast<SceneObject*>(group->getObject(c));
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if (childObj)
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childObj->getUtilizedAssets(usedAssetsList);
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//Recurse down
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getUtilizedAssetsFromSceneObject(childObj, usedAssetsList);
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}
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}
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}
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//
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Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
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{
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return Vector<SceneObject*>();
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}
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DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
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return nullptr;
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return Scene::smSceneList[sceneId];
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}
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DefineEngineFunction(getSceneCount, S32, (),,
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"Get the number of active Scene objects that are loaded.\n"
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"@return The number of active scenes")
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{
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return Scene::smSceneList.size();
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}
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DefineEngineFunction(getRootScene, S32, (), ,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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Scene* root = Scene::getRootScene();
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if (root)
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return root->getId();
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return 0;
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}
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DefineEngineMethod(Scene, getRootScene, S32, (),,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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Scene* root = Scene::getRootScene();
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if (root)
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return root->getId();
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return 0;
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}
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DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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object->addDynamicObject(sceneObj);
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}
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DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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object->removeDynamicObject(sceneObj);
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}
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DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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if (className == String::EmptyString)
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return "";
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//return object->getObjectsByClass(className);
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return "";
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}
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DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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object->dumpUtilizedAssets();
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}
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DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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return object->getOriginatingFile();
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}
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DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
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"Get the root Scene object that is loaded.\n"
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"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
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{
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return object->getLevelAsset();
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}
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DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
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"Save out the object to the given file.\n"
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"@param fileName The name of the file to save to."
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"@param selectedOnly If true, only objects marked as selected will be saved out.\n"
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"@param preAppendString Text which will be preprended directly to the object serialization.\n"
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"@param True on success, false on failure.")
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{
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return object->saveScene(StringTable->insert(fileName));
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}
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