Torque3D/Engine/source/T3D/assets/ShapeAsset.h
Areloch 157b114ec7 Added ImageAsset type mode for cubemaps.
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr.
Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed.
Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification.
Added function to open a shapeAssetId in the shape editor to facilitate the above.
Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist.
Added beginnings of Datablock representation in Asset Browser.
Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging.
Fixed issue where editing of asset import configs didn't save.
Fixed logic of materials in asset browser so they will open in the material editor as expected.
Re-enabled AutoImport of assets editor setting by default.
2020-04-15 12:15:12 -05:00

179 lines
5.9 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
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef MATERIALASSET_H
#include "MaterialAsset.h"
#endif
#ifndef SHAPE_ANIMATION_ASSET_H
#include "ShapeAnimationAsset.h"
#endif
#include "gui/editor/guiInspectorTypes.h"
//-----------------------------------------------------------------------------
class ShapeAsset : public AssetBase
{
typedef AssetBase Parent;
protected:
StringTableEntry mFileName;
StringTableEntry mConstructorFileName;
Resource<TSShape> mShape;
//Material assets we're dependent on and use
Vector<StringTableEntry> mMaterialAssetIds;
Vector<AssetPtr<MaterialAsset>> mMaterialAssets;
//Animation assets we're dependent on and use
Vector<StringTableEntry> mAnimationAssetIds;
Vector<AssetPtr<ShapeAnimationAsset>> mAnimationAssets;
public:
ShapeAsset();
virtual ~ShapeAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
virtual void initializeAsset();
/// Declare Console Object.
DECLARE_CONOBJECT(ShapeAsset);
bool loadShape();
TSShape* getShape() { return mShape; }
Resource<TSShape> getShapeResource() { return mShape; }
void SplitSequencePathAndName(String& srcPath, String& srcName);
StringTableEntry getShapeFilename() { return mFileName; }
U32 getShapeFilenameHash() { return _StringTable::hashString(mFileName); }
Vector<AssetPtr<MaterialAsset>> getMaterialAssets() { return mMaterialAssets; }
inline AssetPtr<MaterialAsset> getMaterialAsset(U32 matId)
{
if(matId >= mMaterialAssets.size())
return nullptr;
else
return mMaterialAssets[matId];
}
void clearMaterialAssets() { mMaterialAssets.clear(); }
void addMaterialAssets(AssetPtr<MaterialAsset> matPtr) { mMaterialAssets.push_back(matPtr); }
S32 getMaterialCount() { return mMaterialAssets.size(); }
S32 getAnimationCount() { return mAnimationAssets.size(); }
ShapeAnimationAsset* getAnimation(S32 index);
void _onResourceChanged(const Torque::Path &path);
Signal< void(ShapeAsset*) > onShapeChanged;
void setShapeFile(const char* pScriptFile);
inline StringTableEntry getShapeFile(void) const { return mFileName; };
void setShapeConstructorFile(const char* pScriptFile);
inline StringTableEntry getShapeConstructorFile(void) const { return mConstructorFileName; };
static bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ShapeAsset>* shapeAsset);
static StringTableEntry getAssetIdByFilename(StringTableEntry fileName);
static bool getAssetById(StringTableEntry assetId, AssetPtr<ShapeAsset>* shapeAsset);
static StringTableEntry getNoShapeAssetId() { return StringTable->insert("Core_Rendering:noshape"); }
protected:
virtual void onAssetRefresh(void);
static bool setShapeFile(void *obj, const char *index, const char *data) { static_cast<ShapeAsset*>(obj)->setShapeFile(data); return false; }
static const char* getShapeFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeFile(); }
static bool setShapeConstructorFile(void* obj, const char* index, const char* data) { static_cast<ShapeAsset*>(obj)->setShapeConstructorFile(data); return false; }
static const char* getShapeConstructorFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeConstructorFile(); }
};
DefineConsoleType(TypeShapeAssetPtr, S32)
DefineConsoleType(TypeShapeAssetId, String)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeShapeAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mShapeEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
class GuiInspectorTypeShapeAssetId : public GuiInspectorTypeShapeAssetPtr
{
typedef GuiInspectorTypeShapeAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeShapeAssetId);
static void consoleInit();
};
#endif