mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-07 14:30:40 +00:00
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file Added lookup logic for getting any textures inside collada files to streamline asset importing logic Fixed modal behavior for Import config and import window Initial implementation of loose file/legacy file importing Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops Fixed volume visibility behavior Fixed physics world viz toggle
153 lines
No EOL
6.1 KiB
C#
153 lines
No EOL
6.1 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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function initializeAssetBrowser()
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{
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echo(" % - Initializing Asset Browser");
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$AssetBrowser::importConfigsFile = "tools/assetBrowser/assetImportConfigs.xml";
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$AssetBrowser::currentImportConfig = "";
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if(!isObject(AssetFilterTypeList))
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{
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new ArrayObject(AssetFilterTypeList);
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AssetFilterTypeList.add("All");
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AssetFilterTypeList.add("ComponentAsset");
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AssetFilterTypeList.add("CppAsset");
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AssetFilterTypeList.add("CubemapAsset");
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AssetFilterTypeList.add("GameObjectAsset");
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AssetFilterTypeList.add("GUIAsset");
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AssetFilterTypeList.add("ImageAsset");
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AssetFilterTypeList.add("LevelAsset");
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AssetFilterTypeList.add("MaterialAsset");
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AssetFilterTypeList.add("ParticleAsset");
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AssetFilterTypeList.add("PostFXAsset");
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AssetFilterTypeList.add("ScriptAsset");
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AssetFilterTypeList.add("ShapeAsset");
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AssetFilterTypeList.add("ShapeAnimationAsset");
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AssetFilterTypeList.add("SoundAsset");
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AssetFilterTypeList.add("StateMachineAsset");
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AssetFilterTypeList.add("TerrainAsset");
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AssetFilterTypeList.add("TerrainMaterialAsset");
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}
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exec("./guis/assetBrowser.gui");
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exec("./guis/addModuleWindow.gui");
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exec("./guis/gameObjectCreator.gui");
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exec("./guis/newAsset.gui");
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exec("./guis/newComponentAsset.gui");
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exec("./guis/editAsset.gui");
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exec("./guis/assetImport.gui");
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exec("./guis/assetImportConfigEditor.gui");
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exec("./guis/selectModule.gui");
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exec("./guis/selectPath.gui");
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exec("./guis/editModule.gui");
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exec("./guis/importTemplateModules.gui");
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exec("./guis/assetPreviewButtonsTemplate.gui");
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exec("./guis/newFolder.gui");
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exec("./guis/assetImportLog.gui");
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exec("./guis/looseFileAudit.gui");
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exec("./scripts/assetBrowser.cs");
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exec("./scripts/popupMenus.cs");
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exec("./scripts/addModuleWindow.cs");
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exec("./scripts/assetImport.cs");
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exec("./scripts/assetImportConfig.cs");
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exec("./scripts/gameObjectCreator.cs");
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exec("./scripts/newAsset.cs");
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exec("./scripts/editAsset.cs");
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exec("./scripts/editModule.cs");
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exec("./scripts/selectModule.cs");
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exec("./scripts/assetImportConfigEditor.cs");
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exec("./scripts/directoryHandling.cs");
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exec("./scripts/selectPath.cs");
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exec("./scripts/looseFileAudit.cs");
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//Processing for the different asset types
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exec("./scripts/assetTypes/component.cs");
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exec("./scripts/assetTypes/cpp.cs");
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exec("./scripts/assetTypes/gameObject.cs");
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exec("./scripts/assetTypes/gui.cs");
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exec("./scripts/assetTypes/image.cs");
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exec("./scripts/assetTypes/level.cs");
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exec("./scripts/assetTypes/material.cs");
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exec("./scripts/assetTypes/postFX.cs");
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exec("./scripts/assetTypes/script.cs");
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exec("./scripts/assetTypes/shape.cs");
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exec("./scripts/assetTypes/shapeAnimation.cs");
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exec("./scripts/assetTypes/sound.cs");
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exec("./scripts/assetTypes/stateMachine.cs");
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exec("./scripts/assetTypes/cubemap.cs");
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exec("./scripts/assetTypes/folder.cs");
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exec("./scripts/assetTypes/terrain.cs");
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exec("./scripts/assetTypes/terrainMaterial.cs");
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new ScriptObject( AssetBrowserPlugin )
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{
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superClass = "EditorPlugin";
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};
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Input::GetEventManager().subscribe( AssetBrowser, "BeginDropFiles" );
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Input::GetEventManager().subscribe( AssetBrowser, "DropFile" );
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Input::GetEventManager().subscribe( AssetBrowser, "EndDropFiles" );
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if(!isObject(AssetImportSettings))
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{
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new Settings(AssetImportSettings)
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{
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file = $AssetBrowser::importConfigsFile;
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};
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}
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AssetImportSettings.read();
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ImportAssetWindow.reloadImportOptionConfigs();
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if(!isObject(ImportAssetTree))
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new GuiTreeViewCtrl(ImportAssetTree);
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if(!isObject(ImportActivityLog))
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new ArrayObject(ImportActivityLog);
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ImportAssetWindow.importingFilesArray = new ArrayObject();
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ImportAssetWindow.importAssetUnprocessedListArray = new ArrayObject();
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ImportAssetWindow.importAssetFinalListArray = new ArrayObject();
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AssetBrowser.buildPopupMenus();
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//Force everything to initialize if other things need to reference it's behavior before we're displayed(usually other tools)
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AssetBrowser.showDialog();
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AssetBrowser.hideDialog();
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}
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function AssetBrowserPlugin::onWorldEditorStartup( %this )
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{
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// Add ourselves to the toolbar.
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AssetBrowser.addToolbarButton();
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}
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function TSStatic::onConstructField(%this, %fieldName, %fieldLabel, %fieldTypeName, %fieldDesc, %fieldDefaultVal, %fieldDataVals, %callbackName, %ownerObj)
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{
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%inspector = %this.getParent();
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%makeCommand = %this @ ".build" @ %fieldTypeName @ "Field(\""@ %fieldName @ "\",\"" @ %fieldLabel @ "\",\"" @ %fieldDesc @ "\",\"" @
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%fieldDefaultVal @ "\",\"" @ %fieldDataVals @ "\",\"" @ %inspector @ "." @ %callbackName @ "\",\"" @ %ownerObj @"\");";
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eval(%makeCommand);
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} |