mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
161 lines
5.4 KiB
C++
161 lines
5.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef TERRAINMATERIALASSET_H
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#define TERRAINMATERIALASSET_H
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _GUI_INSPECTOR_TYPES_H_
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#include "gui/editor/guiInspectorTypes.h"
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#endif
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#ifndef _TERRMATERIAL_H_
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#include "terrain/terrMaterial.h"
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#endif
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#ifndef _MATERIALDEFINITION_H_
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#include "materials/materialDefinition.h"
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#endif
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//-----------------------------------------------------------------------------
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class TerrainMaterialAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mScriptFile;
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StringTableEntry mScriptPath;
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StringTableEntry mMatDefinitionName;
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SimObjectPtr<TerrainMaterial> mMaterialDefinition;
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SimObjectPtr<Material> mFXMaterialDefinition;
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public:
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static StringTableEntry smNoTerrainMaterialAssetFallback;
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enum TerrainMaterialAssetErrCode
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{
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ScriptLoaded = AssetErrCode::Extended,
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DefinitionAlreadyExists,
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EmbeddedDefinition,
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Extended
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};
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public:
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TerrainMaterialAsset();
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virtual ~TerrainMaterialAsset();
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/// Set up some global script interface stuff.
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static void consoleInit();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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U32 load();
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StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
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SimObjectPtr<TerrainMaterial> getMaterialDefinition() { return mMaterialDefinition; }
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SimObjectPtr<Material> getFXMaterialDefinition() { return mFXMaterialDefinition; }
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void setScriptFile(const char* pScriptFile);
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inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
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inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
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/// <summary>
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/// Looks for any assets that uses the provided Material Definition name.
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/// If none are found, attempts to auto-import the material definition if the
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/// material definition exists.
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/// </summary>
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/// <param name="matName">Material Definition name to look for</param>
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/// <returns>AssetId of matching asset.</returns>
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static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
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static U32 getAssetById(StringTableEntry assetId, AssetPtr<TerrainMaterialAsset>* materialAsset);
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static SimObjectPtr<TerrainMaterial> findMaterialDefinitionByAssetId(StringTableEntry assetId);
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static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<TerrainMaterialAsset>* matAsset);
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/// Declare Console Object.
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DECLARE_CONOBJECT(TerrainMaterialAsset);
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protected:
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virtual void initializeAsset();
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virtual void onAssetRefresh(void);
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static bool setScriptFile(void *obj, const char *index, const char *data)
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{
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static_cast<TerrainMaterialAsset*>(obj)->setScriptFile(data);
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return false;
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}
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static const char* getScriptFile(void* obj, const char* data) { return static_cast<TerrainMaterialAsset*>(obj)->getScriptFile(); }
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};
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DefineConsoleType(TypeTerrainMaterialAssetPtr, TerrainMaterialAsset)
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DefineConsoleType(TypeTerrainMaterialAssetId, String)
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#ifdef TORQUE_TOOLS
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//-----------------------------------------------------------------------------
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// TypeAssetId GuiInspectorField Class
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//-----------------------------------------------------------------------------
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class GuiInspectorTypeTerrainMaterialAssetPtr : public GuiInspectorTypeFileName
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{
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typedef GuiInspectorTypeFileName Parent;
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public:
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GuiBitmapButtonCtrl* mEditButton;
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DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
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static void consoleInit();
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virtual GuiControl* constructEditControl();
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virtual bool updateRects();
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};
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class GuiInspectorTypeTerrainMaterialAssetId : public GuiInspectorTypeTerrainMaterialAssetPtr
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{
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typedef GuiInspectorTypeTerrainMaterialAssetPtr Parent;
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public:
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DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetId);
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static void consoleInit();
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};
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#endif
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#endif // _ASSET_BASE_H_
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