mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Fixes select mode for the Asset Browser to properly filter to the selecting type Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid Fixes AssetBrowser asset selection return so it returns back a valid assetId Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
207 lines
7 KiB
C++
207 lines
7 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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#ifndef SHAPE_ANIMATION_ASSET_H
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#include "ShapeAnimationAsset.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _TAML_
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#include "persistence/taml/taml.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#include "core/resourceManager.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ShapeAnimationAsset);
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ConsoleType(ShapeAnimationAssetPtr, TypeShapeAnimationAssetPtr, ShapeAnimationAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeShapeAnimationAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<ShapeAnimationAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeShapeAnimationAssetPtr)
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{
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// Was a single argument specified?
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if (argc == 1)
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{
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// Yes, so fetch field value.
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const char* pFieldValue = argv[0];
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// Fetch asset pointer.
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AssetPtr<ShapeAnimationAsset>* pAssetPtr = dynamic_cast<AssetPtr<ShapeAnimationAsset>*>((AssetPtrBase*)(dptr));
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// Is the asset pointer the correct type?
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if (pAssetPtr == NULL)
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{
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// No, so fail.
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//Con::warnf("(TypeShapeAnimationAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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return;
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}
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// Set asset.
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pAssetPtr->setAssetId(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeShapeAnimationAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ShapeAnimationAsset::ShapeAnimationAsset() :
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mIsEmbedded(false), mIsCyclical(true), mIsBlend(false), mBlendFrame(0), mStartFrame(0), mEndFrame(-1), mPadRotation(true), mPadTransforms(false)
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{
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mFileName = StringTable->EmptyString();
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mFilePath = StringTable->EmptyString();
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mAnimationName = StringTable->EmptyString();
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mBlendAnimAssetName = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ShapeAnimationAsset::~ShapeAnimationAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ShapeAnimationAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("animationFile", TypeAssetLooseFilePath, Offset(mFileName, ShapeAnimationAsset),
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&setAnimationFile, &getAnimationFile, "Path to the file name containing the animation");
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addField("animationName", TypeString, Offset(mAnimationName, ShapeAnimationAsset), "Name of the animation");
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addField("isEmbedded", TypeBool, Offset(mIsEmbedded, ShapeAnimationAsset), "If true, this animation asset just referrs to an embedded animation of a regular shape mesh. If false, it is a self-contained animation file");
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addField("isCyclic", TypeBool, Offset(mIsCyclical, ShapeAnimationAsset), "Is this animation looping?");
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addField("isBlend", TypeBool, Offset(mIsBlend, ShapeAnimationAsset), "Is this animation blended with another?");
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addField("blendRefAnimation", TypeString, Offset(mBlendAnimAssetName, ShapeAnimationAsset), "AssetID of the animation to reference for our blending");
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addField("blendFrame", TypeS32, Offset(mBlendFrame, ShapeAnimationAsset), "Which frame of the reference animation do we use for our blending");
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addField("startFrame", TypeS32, Offset(mStartFrame, ShapeAnimationAsset), "What frame does this animation clip start on");
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addField("endFrame", TypeS32, Offset(mEndFrame, ShapeAnimationAsset), "What fram does this animation clip end on");
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addField("padRotation", TypeBool, Offset(mPadRotation, ShapeAnimationAsset), "Are the rotation values padded");
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addField("padTransforms", TypeBool, Offset(mPadTransforms, ShapeAnimationAsset), "Are the transform values padded");
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}
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//------------------------------------------------------------------------------
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void ShapeAnimationAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void ShapeAnimationAsset::initializeAsset(void)
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{
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if (!mIsEmbedded)
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{
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//If we're not embedded, we need to load in our initial shape and do some prepwork
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mFilePath = expandAssetFilePath(mFileName);
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mSourceShape = ResourceManager::get().load(mFilePath);
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if (!mSourceShape->addSequence("ambient", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to do initial setup of the animation clip named %s for asset %s", mAnimationName, getAssetName());
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return;
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}
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S32 sequenceId = mSourceShape->findSequence(mAnimationName);
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if(mIsCyclical)
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mSourceShape->sequences[sequenceId].flags |= TSShape::Cyclic;
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else
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mSourceShape->sequences[sequenceId].flags &= (~(TSShape::Cyclic));
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}
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}
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void ShapeAnimationAsset::onAssetRefresh(void)
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{
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}
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void ShapeAnimationAsset::setAnimationFile(const char* pAnimationFile)
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{
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// Sanity!
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AssertFatal(pAnimationFile != NULL, "Cannot use a NULL animation file.");
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// Fetch image file.
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pAnimationFile = StringTable->insert(pAnimationFile);
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// Ignore no change,
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if (pAnimationFile == mFileName)
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return;
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// Update.
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mFileName = StringTable->insert(pAnimationFile);
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// Refresh the asset.
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refreshAsset();
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}
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S32 ShapeAnimationAsset::getAnimationCount()
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{
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if (mSourceShape == nullptr)
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return 0;
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return mSourceShape->sequences.size();
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}
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DefineEngineMethod(ShapeAnimationAsset, getAnimationCount, S32, (), ,
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"Gets the number of animations for this shape asset.\n"
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"@return Animation count.\n")
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{
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return object->getAnimationCount();
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}
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