Torque3D/Engine/source/T3D/assets/TerrainAsset.cpp
Areloch a5944aff19 Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00

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//-----------------------------------------------------------------------------
// 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 TERRAINASSET_H
#include "TerrainAsset.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
#include "T3D/assets/TerrainMaterialAsset.h"
#include "assetImporter.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(TerrainAsset);
ConsoleType(TerrainAssetPtr, TypeTerrainAssetPtr, TerrainAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeTerrainAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<TerrainAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeTerrainAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<TerrainAsset>* pAssetPtr = dynamic_cast<AssetPtr<TerrainAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeMaterialAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeTerrainAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
ConsoleType(assetIdString, TypeTerrainAssetId, const char*, ASSET_ID_FIELD_PREFIX)
ConsoleGetType(TypeTerrainAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeTerrainAssetId)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
*((const char**)dptr) = StringTable->insert(argv[0]);
return;
}
// Warn.
Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
TerrainAsset::TerrainAsset()
{
mTerrainFileName = StringTable->EmptyString();
mTerrainFilePath = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
TerrainAsset::~TerrainAsset()
{
}
//-----------------------------------------------------------------------------
void TerrainAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainAsset), "");
addProtectedField("terrainFile", TypeAssetLooseFilePath, Offset(mTerrainFileName, TerrainAsset),
&setTerrainFileName, &getTerrainFileName, "Path to the file containing the terrain data.");
}
void TerrainAsset::setDataField(StringTableEntry slotName, const char* array, const char* value)
{
Parent::setDataField(slotName, array, value);
//Now, if it's a material slot of some fashion, set it up
StringTableEntry matSlotName = StringTable->insert("terrainMaterialAsset");
if (String(slotName).startsWith(matSlotName))
{
StringTableEntry matId = StringTable->insert(value);
mTerrMaterialAssetIds.push_back(matId);
}
}
void TerrainAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
mTerrainFilePath = getOwned() ? expandAssetFilePath(mTerrainFileName) : mTerrainFilePath;
loadTerrain();
}
void TerrainAsset::onAssetRefresh()
{
mTerrainFilePath = getOwned() ? expandAssetFilePath(mTerrainFileName) : mTerrainFilePath;
loadTerrain();
}
void TerrainAsset::setTerrainFileName(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL terrain file.");
pScriptFile = StringTable->insert(pScriptFile, true);
// Ignore no change,
if (pScriptFile == mTerrainFileName)
return;
// Update.
mTerrainFileName = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
bool TerrainAsset::loadTerrain()
{
if (!Torque::FS::IsFile(mTerrainFilePath))
return false;
mTerrMaterialAssets.clear();
mTerrMaterialAssetIds.clear();
StringTableEntry terrainMatAssetType = StringTable->insert("TerrainMaterialAsset");
//First, load any material, animation, etc assets we may be referencing in our asset
// Find any asset dependencies.
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)
{
StringTableEntry assetType = mpOwningAssetManager->getAssetType(assetDependenciesItr->value);
if (assetType == terrainMatAssetType)
{
StringTableEntry assetId = StringTable->insert(assetDependenciesItr->value);
mTerrMaterialAssetIds.push_front(assetId);
//Force the asset to become initialized if it hasn't been already
AssetPtr<TerrainMaterialAsset> matAsset = assetId;
mTerrMaterialAssets.push_front(matAsset);
}
// Next dependency.
assetDependenciesItr++;
}
}
mTerrainFile = ResourceManager::get().load(mTerrainFilePath);
if (mTerrainFile)
return true;
return false;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
//Utility function to 'fill out' bindings and resources with a matching asset if one exists
bool TerrainAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<TerrainAsset>* shapeAsset)
{
AssetQuery query;
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
if (foundAssetcount == 0)
{
//Didn't find any assets
//If possible, see if we can run an in-place import and the get the asset from that
#if TORQUE_DEBUG
Con::warnf("TerrainAsset::getAssetByFilename - Attempted to in-place import a terrainFile(%s) that had no associated asset", fileName);
#endif
Torque::Path terrFilePath = fileName;
TerrainAsset* newTerrainAsset = new TerrainAsset();
String assetName = terrFilePath.getFileName();
assetName.replace(" ", "_");
newTerrainAsset->setAssetName(assetName.c_str());
String terrainPathBind = terrFilePath.getFileName() + terrFilePath.getExtension();
newTerrainAsset->mTerrainFileName = StringTable->insert(terrainPathBind.c_str());
newTerrainAsset->saveAsset();
Taml taml;
// Yes, so set it.
taml.setFormatMode(Taml::getFormatModeEnum("xml"));
// Turn-off auto-formatting.
taml.setAutoFormat(false);
String tamlPath = terrFilePath.getFullPath() + "/" + assetName + ".asset.taml";
// Read object.
bool success = taml.write(newTerrainAsset, tamlPath.c_str());
if (!success)
{
Con::printf("TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset", fileName);
return false;
}
ModuleDefinition* targetModuleDef = AssetImporter::getModuleFromPath(fileName);
if (!targetModuleDef)
{
Con::printf("TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a valid Module for the filePath", fileName);
return false;
}
success = AssetDatabase.addDeclaredAsset(targetModuleDef, tamlPath.c_str());
if (!success)
{
Con::printf("TerrainAsset::getAssetByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a register asset with path", tamlPath.c_str());
return false;
}
String assetId = targetModuleDef->getModuleId();
assetId += ":";
assetId += assetName.c_str();
StringTableEntry resultingAssetId = StringTable->insert(assetId.c_str());
if (resultingAssetId != StringTable->EmptyString())
{
shapeAsset->setAssetId(resultingAssetId);
if (!shapeAsset->isNull())
return true;
}
//That didn't work, so fail out
return false;
}
else
{
//acquire and bind the asset, and return it out
shapeAsset->setAssetId(query.mAssetList[0]);
return true;
}
}
StringTableEntry TerrainAsset::getAssetIdByFilename(StringTableEntry fileName)
{
if (fileName == StringTable->EmptyString())
return StringTable->EmptyString();
StringTableEntry shapeAssetId = StringTable->EmptyString();
AssetQuery query;
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
if (foundAssetcount == 0)
{
//Didn't find any assets
//If possible, see if we can run an in-place import and the get the asset from that
#if TORQUE_DEBUG
Con::warnf("TerrainAsset::getAssetByFilename - Attempted to in-place import a terrainFile(%s) that had no associated asset", fileName);
#endif
Torque::Path terrFilePath = fileName;
TerrainAsset* newTerrainAsset = new TerrainAsset();
String assetName = terrFilePath.getFileName();
assetName.replace(" ", "_");
newTerrainAsset->setAssetName(assetName.c_str());
String terrainPathBind = terrFilePath.getFileName() + "." + terrFilePath.getExtension();
newTerrainAsset->mTerrainFileName = StringTable->insert(terrainPathBind.c_str());
newTerrainAsset->saveAsset();
Taml taml;
// Yes, so set it.
taml.setFormatMode(Taml::getFormatModeEnum("xml"));
// Turn-off auto-formatting.
taml.setAutoFormat(false);
String tamlPath = terrFilePath.getPath() + "/" + assetName + ".asset.taml";
// Read object.
bool success = taml.write(newTerrainAsset, tamlPath.c_str());
if (!success)
{
Con::printf("TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset", fileName);
return StringTable->EmptyString();
}
ModuleDefinition* targetModuleDef = AssetImporter::getModuleFromPath(fileName);
if (!targetModuleDef)
{
Con::printf("TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a valid Module for the filePath", fileName);
return StringTable->EmptyString();
}
success = AssetDatabase.addDeclaredAsset(targetModuleDef, tamlPath.c_str());
if (!success)
{
Con::printf("TerrainAsset::getAssetIdByFilename() - failed to auto-import terrainfile(%s) as an TerrainAsset, unable to find a register asset with path", tamlPath.c_str());
return StringTable->EmptyString();
}
String assetId = targetModuleDef->getModuleId();
assetId += ":";
assetId += assetName.c_str();
StringTableEntry resultingAssetId = StringTable->insert(assetId.c_str());
if (resultingAssetId != StringTable->EmptyString())
{
shapeAssetId = resultingAssetId;
return shapeAssetId;
}
}
else
{
//acquire and bind the asset, and return it out
shapeAssetId = query.mAssetList[0];
}
return shapeAssetId;
}
bool TerrainAsset::getAssetById(StringTableEntry assetId, AssetPtr<TerrainAsset>* shapeAsset)
{
(*shapeAsset) = assetId;
if (!shapeAsset->isNull())
return true;
return false;
}
//------------------------------------------------------------------------------
void TerrainAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
DefineEngineMethod(TerrainAsset, getTerrainFilePath, const char*, (), ,
"Gets the terrain filepath of this asset.\n"
"@return File path of the terrain file.")
{
return object->getTerrainFilePath();
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainAssetPtr);
ConsoleDocClass(GuiInspectorTypeTerrainAssetPtr,
"@brief Inspector field type for Material Asset Objects\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeTerrainAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeTerrainAssetPtr)->setInspectorFieldType("GuiInspectorTypeTerrainAssetPtr");
}
GuiControl* GuiInspectorTypeTerrainAssetPtr::constructEditControl()
{
// Create base filename edit controls
GuiControl* retCtrl = Parent::constructEditControl();
if (retCtrl == NULL)
return retCtrl;
// Change filespec
char szBuffer[512];
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"TerrainAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
mInspector->getIdString(), mCaption);
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
// Create "Open in ShapeEditor" button
mShapeEdButton = new GuiBitmapButtonCtrl();
mShapeEdButton->setField("Command", "EditorGui.setEditor(TerrainEditorPlugin);");
char bitmapName[512] = "ToolsModule:TerrainBlock_image";
mShapeEdButton->setBitmap(StringTable->insert(bitmapName));
mShapeEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mShapeEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mShapeEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mShapeEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
mShapeEdButton->registerObject();
addObject(mShapeEdButton);
return retCtrl;
}
bool GuiInspectorTypeTerrainAssetPtr::updateRects()
{
S32 dividerPos, dividerMargin;
mInspector->getDivider(dividerPos, dividerMargin);
Point2I fieldExtent = getExtent();
Point2I fieldPos = getPosition();
mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
if (mBrowseButton != NULL)
{
mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
}
if (mShapeEdButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mShapeEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}
IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainAssetId);
ConsoleDocClass(GuiInspectorTypeTerrainAssetId,
"@brief Inspector field type for Shapes\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeTerrainAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeTerrainAssetId)->setInspectorFieldType("GuiInspectorTypeTerrainAssetId");
}