Torque3D/Engine/source/T3D/assets/ScriptAsset.cpp
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00

215 lines
6.1 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 SCRIPT_ASSET_H
#include "ScriptAsset.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
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ScriptAsset);
ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeScriptAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeScriptAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
{
mScriptFile = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
ScriptAsset::~ScriptAsset()
{
// If the asset manager does not own the asset then we own the
// asset definition so delete it.
if (!getOwned())
delete mpAssetDefinition;
}
//-----------------------------------------------------------------------------
void ScriptAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ScriptAsset),
&setScriptFile, &getScriptFile, "Path to the script file.");
}
//------------------------------------------------------------------------------
void ScriptAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void ScriptAsset::initializeAsset()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptFile))
{
//We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
// Does the asset have any dependencies?
if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
{
// Iterate all dependencies.
while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
{
AssetPtr<ScriptAsset> scriptAsset = assetDependenciesItr->value;
mScriptAssets.push_front(scriptAsset);
// Next dependency.
assetDependenciesItr++;
}
}
Con::executeFile(mScriptFile, false, false);
}
}
void ScriptAsset::onAssetRefresh()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptFile))
{
//Refresh any dependencies we may have
for (U32 i = 0; i < mScriptAssets.size(); i++)
{
mScriptAssets[i]->onAssetRefresh();
}
Con::executeFile(mScriptFile, false, false);
}
}
void ScriptAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile);
// Ignore no change,
if (pScriptFile == mScriptFile)
return;
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : StringTable->insert(pScriptFile);
// Refresh the asset.
refreshAsset();
}
bool ScriptAsset::execScript()
{
AssetBase* handle = mpOwningAssetManager->acquireAsset<AssetBase>(getAssetId());
if (handle)
return true;
return false;
if (Platform::isFile(mScriptFile))
{
return Con::executeFile(mScriptFile, false, false);
}
else
{
Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec");
return false;
}
}
DefineEngineMethod(ScriptAsset, execScript, bool, (), ,
"Executes the script file.\n"
"@return The bool result of calling exec")
{
return object->execScript();
}