Torque3D/Engine/source/T3D/assets/ShapeAsset.cpp
Areloch 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00

157 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)
{
// Generate an asset definition.
mpAssetDefinition = new AssetDefinition();
}
//-----------------------------------------------------------------------------
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);
}