mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
So autounload is disabled to prevent excessive unloading of assets before the level is concluded.
159 lines
4.2 KiB
C++
159 lines
4.2 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_
|
|
#include "ShapeAsset.h"
|
|
#endif
|
|
|
|
#ifndef _ASSET_MANAGER_H_
|
|
#include "assets/assetManager.h"
|
|
#endif
|
|
|
|
#ifndef _CONSOLETYPES_H_
|
|
#include "console/consoleTypes.h"
|
|
#endif
|
|
|
|
#ifndef _TAML_
|
|
#include "persistence/taml/taml.h"
|
|
#endif
|
|
|
|
#ifndef _ASSET_PTR_H_
|
|
#include "assets/assetPtr.h"
|
|
#endif
|
|
|
|
#include "core/resourceManager.h"
|
|
|
|
// Debug Profiling.
|
|
#include "platform/profiler.h"
|
|
|
|
static U32 execDepth = 0;
|
|
static U32 journalDepth = 1;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
IMPLEMENT_CONOBJECT(ShapeAsset);
|
|
|
|
ConsoleType(TestAssetPtr, TypeShapeAssetPtr, ShapeAsset, ASSET_ID_FIELD_PREFIX)
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ConsoleGetType(TypeShapeAssetPtr)
|
|
{
|
|
// Fetch asset Id.
|
|
return (*((AssetPtr<ShapeAsset>*)dptr)).getAssetId();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ConsoleSetType(TypeShapeAssetPtr)
|
|
{
|
|
// Was a single argument specified?
|
|
if (argc == 1)
|
|
{
|
|
// Yes, so fetch field value.
|
|
const char* pFieldValue = argv[0];
|
|
|
|
// Fetch asset pointer.
|
|
AssetPtr<ShapeAsset>* pAssetPtr = dynamic_cast<AssetPtr<ShapeAsset>*>((AssetPtrBase*)(dptr));
|
|
|
|
// Is the asset pointer the correct type?
|
|
if (pAssetPtr == NULL)
|
|
{
|
|
// No, so fail.
|
|
//Con::warnf("(TypeTextureAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
|
|
return;
|
|
}
|
|
|
|
// Set asset.
|
|
pAssetPtr->setAssetId(pFieldValue);
|
|
|
|
return;
|
|
}
|
|
|
|
// Warn.
|
|
Con::warnf("(TypeTextureAssetPtr) - Cannot set multiple args to a single asset.");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ShapeAsset::ShapeAsset() :
|
|
mAcquireReferenceCount(0),
|
|
mpOwningAssetManager(NULL),
|
|
mAssetInitialized(false)
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ShapeAsset::~ShapeAsset()
|
|
{
|
|
// If the asset manager does not own the asset then we own the
|
|
// asset definition so delete it.
|
|
if (!getOwned())
|
|
delete mpAssetDefinition;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void ShapeAsset::initPersistFields()
|
|
{
|
|
// Call parent.
|
|
Parent::initPersistFields();
|
|
|
|
addField("fileName", TypeFilename, Offset(mFileName, ShapeAsset), "Path to the script file we want to execute");
|
|
}
|
|
|
|
void ShapeAsset::initializeAsset()
|
|
{
|
|
// Call parent.
|
|
Parent::initializeAsset();
|
|
|
|
if (dStrcmp(mFileName, "") == 0)
|
|
return;
|
|
|
|
loadShape();
|
|
}
|
|
|
|
bool ShapeAsset::loadShape()
|
|
{
|
|
mShape = ResourceManager::get().load(mFileName);
|
|
|
|
if (!mShape)
|
|
{
|
|
Con::errorf("StaticMesh::updateShape : failed to load shape file!");
|
|
return false; //if it failed to load, bail out
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void ShapeAsset::copyTo(SimObject* object)
|
|
{
|
|
// Call to parent.
|
|
Parent::copyTo(object);
|
|
}
|
|
|
|
void ShapeAsset::onAssetRefresh(void)
|
|
{
|
|
} |