Torque3D/Engine/source/T3D/assets/TerrainMaterialAsset.h
JeffR 630285def6 Shifts handling of material and terrain material definitions to be written into the asset definition taml file instead of having an extra loose file
Also updates importers to correctly handle this change
Adds ability for taml XML serialization to properly assign array'd fields
Adds 'inheritFrom' field to simobjects for when objects with parent objects are serialized
AssetBase how inherits from SimGroup so it can have objects like material definitions embedded in them for save/load in the taml definition file
Updated loading/handling logic in terrain material asset to be more similar to regular material assets
2022-01-30 11:50:16 -06:00

161 lines
5.3 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef TERRAINMATERIALASSET_H
#define TERRAINMATERIALASSET_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 _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#ifndef _TERRMATERIAL_H_
#include "terrain/terrMaterial.h"
#endif
#ifndef _MATERIALDEFINITION_H_
#include "materials/materialDefinition.h"
#endif
//-----------------------------------------------------------------------------
class TerrainMaterialAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mScriptFile;
StringTableEntry mScriptPath;
StringTableEntry mMatDefinitionName;
SimObjectPtr<TerrainMaterial> mMaterialDefinition;
SimObjectPtr<Material> mFXMaterialDefinition;
public:
static StringTableEntry smNoTerrainMaterialAssetFallback;
enum TerrainMaterialAssetErrCode
{
ScriptLoaded = AssetErrCode::Extended,
DefinitionAlreadyExists,
EmbeddedDefinition,
Extended
};
public:
TerrainMaterialAsset();
virtual ~TerrainMaterialAsset();
/// Set up some global script interface stuff.
static void consoleInit();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
void loadMaterial();
StringTableEntry getMaterialDefinitionName() { return mMatDefinitionName; }
SimObjectPtr<TerrainMaterial> getMaterialDefinition() { return mMaterialDefinition; }
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
inline StringTableEntry getScriptPath(void) const { return mScriptPath; };
/// <summary>
/// Looks for any assets that uses the provided Material Definition name.
/// If none are found, attempts to auto-import the material definition if the
/// material definition exists.
/// </summary>
/// <param name="matName">Material Definition name to look for</param>
/// <returns>AssetId of matching asset.</returns>
static StringTableEntry getAssetIdByMaterialName(StringTableEntry matName);
static U32 getAssetById(StringTableEntry assetId, AssetPtr<TerrainMaterialAsset>* materialAsset);
static SimObjectPtr<TerrainMaterial> findMaterialDefinitionByAssetId(StringTableEntry assetId);
static U32 getAssetByMaterialName(StringTableEntry matName, AssetPtr<TerrainMaterialAsset>* matAsset);
/// Declare Console Object.
DECLARE_CONOBJECT(TerrainMaterialAsset);
protected:
virtual void initializeAsset();
virtual void onAssetRefresh(void);
static bool setScriptFile(void *obj, const char *index, const char *data)
{
static_cast<TerrainMaterialAsset*>(obj)->setScriptFile(data);
return false;
}
static const char* getScriptFile(void* obj, const char* data) { return static_cast<TerrainMaterialAsset*>(obj)->getScriptFile(); }
};
DefineConsoleType(TypeTerrainMaterialAssetPtr, TerrainMaterialAsset)
DefineConsoleType(TypeMaterialAssetId, String)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeTerrainMaterialAssetPtr : public GuiInspectorField
{
typedef GuiInspectorField Parent;
public:
GuiControl* mMatEdContainer;
GuiBitmapButtonCtrl *mMatPreviewButton;
GuiTextEditCtrl *mMatAssetIdTxt;
DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
void setMaterialAsset(String assetId);
};
class GuiInspectorTypeTerrainMaterialAssetId : public GuiInspectorTypeTerrainMaterialAssetPtr
{
typedef GuiInspectorTypeTerrainMaterialAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetId);
static void consoleInit();
};
#endif // _ASSET_BASE_H_