Torque3D/Engine/source/T3D/Scene.cpp
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00

373 lines
9.4 KiB
C++

#include "Scene.h"
#include "T3D/assets/LevelAsset.h"
Scene * Scene::smRootScene = nullptr;
Vector<Scene*> Scene::smSceneList;
IMPLEMENT_CO_NETOBJECT_V1(Scene);
Scene::Scene() :
mIsSubScene(false),
mParentScene(nullptr),
mSceneId(-1),
mIsEditing(false),
mIsDirty(false)
{
mGameModeName = StringTable->EmptyString();
}
Scene::~Scene()
{
}
void Scene::initPersistFields()
{
Parent::initPersistFields();
addGroup("Internal");
addField("isSubscene", TypeBool, Offset(mIsSubScene, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
addField("isEditing", TypeBool, Offset(mIsEditing, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
addField("isDirty", TypeBool, Offset(mIsDirty, Scene), "", AbstractClassRep::FIELD_HideInInspectors);
endGroup("Internal");
addGroup("Gameplay");
addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
endGroup("Gameplay");
}
bool Scene::onAdd()
{
if (!Parent::onAdd())
return false;
smSceneList.push_back(this);
mSceneId = smSceneList.size() - 1;
/*if (smRootScene == nullptr)
{
//we're the first scene, so we're the root. woo!
smRootScene = this;
}
else
{
mIsSubScene = true;
smRootScene->mSubScenes.push_back(this);
}*/
return true;
}
void Scene::onRemove()
{
Parent::onRemove();
smSceneList.remove(this);
mSceneId = -1;
/*if (smRootScene == this)
{
for (U32 i = 0; i < mSubScenes.size(); i++)
{
mSubScenes[i]->deleteObject();
}
}
else if (smRootScene != nullptr)
{
for (U32 i = 0; i < mSubScenes.size(); i++)
{
if(mSubScenes[i]->getId() == getId())
smRootScene->mSubScenes.erase(i);
}
}*/
}
void Scene::onPostAdd()
{
if (isMethod("onPostAdd"))
Con::executef(this, "onPostAdd");
}
void Scene::addObject(SimObject* object)
{
//Child scene
Scene* scene = dynamic_cast<Scene*>(object);
if (scene)
{
//We'll keep these principly separate so they don't get saved into each other
mSubScenes.push_back(scene);
return;
}
SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
if (sceneObj)
{
//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
mPermanentObjects.push_back(sceneObj);
Parent::addObject(object);
return;
}
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::addObject(object);
}
void Scene::removeObject(SimObject* object)
{
//Child scene
Scene* scene = dynamic_cast<Scene*>(object);
if (scene)
{
//We'll keep these principly separate so they don't get saved into each other
mSubScenes.remove(scene);
return;
}
SceneObject* sceneObj = dynamic_cast<SceneObject*>(object);
if (sceneObj)
{
//We'll operate on the presumption that if it's being added via regular parantage means, it's considered permanent
mPermanentObjects.remove(sceneObj);
Parent::removeObject(object);
return;
}
Parent::removeObject(object);
}
void Scene::addDynamicObject(SceneObject* object)
{
mDynamicObjects.push_back(object);
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::addObject(object);
}
void Scene::removeDynamicObject(SceneObject* object)
{
mDynamicObjects.remove(object);
//Do it like regular, though we should probably bail if we're trying to add non-scene objects to the scene?
Parent::removeObject(object);
}
void Scene::interpolateTick(F32 delta)
{
}
void Scene::processTick()
{
}
void Scene::advanceTime(F32 timeDelta)
{
}
U32 Scene::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
bool ret = Parent::packUpdate(conn, mask, stream);
return ret;
}
void Scene::unpackUpdate(NetConnection *conn, BitStream *stream)
{
}
void Scene::dumpUtilizedAssets()
{
Con::printf("Dumping utilized assets in scene!");
Vector<StringTableEntry> utilizedAssetsList;
for (U32 i = 0; i < mPermanentObjects.size(); i++)
{
mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
}
for (U32 i = 0; i < mDynamicObjects.size(); i++)
{
mDynamicObjects[i]->getUtilizedAssets(&utilizedAssetsList);
}
for (U32 i = 0; i < utilizedAssetsList.size(); i++)
{
Con::printf("Utilized Asset: %s", utilizedAssetsList[i]);
}
Con::printf("Utilized Asset dump complete!");
}
StringTableEntry Scene::getOriginatingFile()
{
return getFilename();
}
StringTableEntry Scene::getLevelAsset()
{
StringTableEntry levelFile = getFilename();
if (levelFile == StringTable->EmptyString())
return StringTable->EmptyString();
AssetQuery* query = new AssetQuery();
query->registerObject();
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(query, levelFile);
if (foundAssetcount == 0)
return StringTable->EmptyString();
else
return query->mAssetList[0];
}
bool Scene::saveScene(StringTableEntry fileName)
{
//So, we ultimately want to not only save out the level, but also collate all the assets utilized
//by the static objects in the scene so we can have those before we parse the level file itself
//Useful for preloading or stat tracking
//First, save the level file
if (fileName == StringTable->EmptyString())
{
fileName = getOriginatingFile();
}
bool saveSuccess = save(fileName);
if (!saveSuccess)
return false;
//Get the level asset
StringTableEntry levelAsset = getLevelAsset();
if (levelAsset == StringTable->EmptyString())
return saveSuccess;
LevelAsset* levelAssetDef = AssetDatabase.acquireAsset<LevelAsset>(levelAsset);
levelAssetDef->clearAssetDependencyFields("staticObjectAssetDependency");
//Next, lets build out our
Vector<StringTableEntry> utilizedAssetsList;
for (U32 i = 0; i < mPermanentObjects.size(); i++)
{
mPermanentObjects[i]->getUtilizedAssets(&utilizedAssetsList);
}
for (U32 i = 0; i < utilizedAssetsList.size(); i++)
{
levelAssetDef->addAssetDependencyField("staticObjectAssetDependency", utilizedAssetsList[i]);
}
saveSuccess = levelAssetDef->saveAsset();
return saveSuccess;
}
//
Vector<SceneObject*> Scene::getObjectsByClass(String className, bool checkSubscenes)
{
return Vector<SceneObject*>();
}
DefineEngineFunction(getScene, Scene*, (U32 sceneId), (0),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
if (Scene::smSceneList.empty() || sceneId >= Scene::smSceneList.size())
return nullptr;
return Scene::smSceneList[sceneId];
}
DefineEngineFunction(getSceneCount, S32, (),,
"Get the number of active Scene objects that are loaded.\n"
"@return The number of active scenes")
{
return Scene::smSceneList.size();
}
DefineEngineFunction(getRootScene, S32, (), ,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
Scene* root = Scene::getRootScene();
if (root)
return root->getId();
return 0;
}
DefineEngineMethod(Scene, getRootScene, S32, (),,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
Scene* root = Scene::getRootScene();
if (root)
return root->getId();
return 0;
}
DefineEngineMethod(Scene, addDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
object->addDynamicObject(sceneObj);
}
DefineEngineMethod(Scene, removeDynamicObject, void, (SceneObject* sceneObj), (nullAsType<SceneObject*>()),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
object->removeDynamicObject(sceneObj);
}
DefineEngineMethod(Scene, getObjectsByClass, String, (String className), (""),
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
if (className == String::EmptyString)
return "";
//return object->getObjectsByClass(className);
return "";
}
DefineEngineMethod(Scene, dumpUtilizedAssets, void, (), ,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
object->dumpUtilizedAssets();
}
DefineEngineMethod(Scene, getOriginatingFile, const char*, (), ,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
return object->getOriginatingFile();
}
DefineEngineMethod(Scene, getLevelAsset, const char*, (), ,
"Get the root Scene object that is loaded.\n"
"@return The id of the Root Scene. Will be 0 if no root scene is loaded")
{
return object->getLevelAsset();
}
DefineEngineMethod(Scene, save, bool, (const char* fileName), (""),
"Save out the object to the given file.\n"
"@param fileName The name of the file to save to."
"@param selectedOnly If true, only objects marked as selected will be saved out.\n"
"@param preAppendString Text which will be preprended directly to the object serialization.\n"
"@param True on success, false on failure.")
{
return object->saveScene(StringTable->insert(fileName));
}