mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
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
346 lines
11 KiB
C++
346 lines
11 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 TERRAINMATERIALASSET_H
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#include "TerrainMaterialAsset.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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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(TerrainMaterialAsset);
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ConsoleType(TerrainMaterialAssetPtr, TypeTerrainMaterialAssetPtr, TerrainMaterialAsset, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeTerrainMaterialAssetPtr)
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{
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// Fetch asset Id.
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return (*((AssetPtr<TerrainMaterialAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeTerrainMaterialAssetPtr)
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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<TerrainMaterialAsset>* pAssetPtr = dynamic_cast<AssetPtr<TerrainMaterialAsset>*>((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("(TypeMaterialAssetPtr) - 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("(TypeTerrainMaterialAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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TerrainMaterialAsset::TerrainMaterialAsset()
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{
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mScriptFile = StringTable->EmptyString();
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mScriptPath = StringTable->EmptyString();
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mMatDefinitionName = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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TerrainMaterialAsset::~TerrainMaterialAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void TerrainMaterialAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainMaterialAsset), "");
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addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset),
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&setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
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addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, TerrainMaterialAsset), "Name of the material definition this asset is for.");
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}
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void TerrainMaterialAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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}
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void TerrainMaterialAsset::onAssetRefresh()
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{
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mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
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if (Torque::FS::IsScriptFile(mScriptPath))
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Con::executeFile(mScriptPath, false, false);
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if (mMatDefinitionName != StringTable->EmptyString())
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{
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TerrainMaterial* matDef;
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if (!Sim::findObject(mMatDefinitionName, matDef))
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{
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Con::errorf("TerrainMaterialAsset: Unable to find the Material %s", mMatDefinitionName);
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return;
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}
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//matDef->reload();
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}
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}
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void TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
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{
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// Sanity!
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AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
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pScriptFile = StringTable->insert(pScriptFile, true);
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// Ignore no change,
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if (pScriptFile == mScriptFile)
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return;
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// Update.
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mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
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// Refresh the asset.
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refreshAsset();
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}
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//------------------------------------------------------------------------------
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void TerrainMaterialAsset::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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StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
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{
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StringTableEntry materialAssetId = StringTable->EmptyString();
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AssetQuery* query = new AssetQuery();
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U32 foundCount = AssetDatabase.findAssetType(query, "TerrainMaterialAsset");
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if (foundCount == 0)
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{
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//Didn't work, so have us fall back to a placeholder asset
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materialAssetId = StringTable->insert("Core_Rendering:noMaterial");
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}
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else
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{
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for (U32 i = 0; i < foundCount; i++)
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{
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TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query->mAssetList[i]);
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if (matAsset && matAsset->getMaterialDefinitionName() == matName)
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{
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materialAssetId = matAsset->getAssetId();
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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break;
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}
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AssetDatabase.releaseAsset(query->mAssetList[i]);
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}
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}
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return materialAssetId;
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}
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#ifdef TORQUE_TOOLS
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DefineEngineStaticMethod(TerrainMaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""),
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"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
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"@return The AssetId of the associated asset, if any.")
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{
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return TerrainMaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
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}
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#endif
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
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ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetPtr,
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"@brief Inspector field type for Material Asset Objects\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeTerrainMaterialAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeTerrainMaterialAssetPtr)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetPtr");
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}
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GuiControl* GuiInspectorTypeTerrainMaterialAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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mUseHeightOverride = true;
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mHeightOverride = 100;
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mMatEdContainer = new GuiControl();
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mMatEdContainer->registerObject();
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addObject(mMatEdContainer);
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// Create "Open in ShapeEditor" button
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mMatPreviewButton = new GuiBitmapButtonCtrl();
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const char* matAssetId = getData();
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TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset< TerrainMaterialAsset>(matAssetId);
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TerrainMaterial* materialDef = nullptr;
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char bitmapName[512] = "ToolsModule:material_editor_n_image";
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/*if (!Sim::findObject(matAsset->getMaterialDefinitionName(), materialDef))
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{
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Con::errorf("GuiInspectorTypeTerrainMaterialAssetPtr::constructEditControl() - unable to find material in asset");
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}
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else
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{
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mMatPreviewButton->setBitmap(materialDef->mDiffuseMapFilename[0]);
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}*/
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mMatPreviewButton->setPosition(0, 0);
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mMatPreviewButton->setExtent(100,100);
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"TerrainMaterialAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getIdString(), mCaption);
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mMatPreviewButton->setField("Command", szBuffer);
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mMatPreviewButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mMatPreviewButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mMatPreviewButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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StringBuilder strbld;
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strbld.append(matAsset->getMaterialDefinitionName());
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strbld.append("\n");
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strbld.append("Open this asset in the Material Editor");
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mMatPreviewButton->setDataField(StringTable->insert("tooltip"), NULL, strbld.data());
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_registerEditControl(mMatPreviewButton);
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//mMatPreviewButton->registerObject();
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mMatEdContainer->addObject(mMatPreviewButton);
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mMatAssetIdTxt = new GuiTextEditCtrl();
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mMatAssetIdTxt->registerObject();
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mMatAssetIdTxt->setActive(false);
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mMatAssetIdTxt->setText(matAssetId);
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mMatAssetIdTxt->setBounds(100, 0, 150, 18);
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mMatEdContainer->addObject(mMatAssetIdTxt);
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return mMatEdContainer;
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}
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bool GuiInspectorTypeTerrainMaterialAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mMatEdContainer != nullptr)
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{
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mMatPreviewButton->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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}
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if (mMatPreviewButton != nullptr)
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{
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mMatPreviewButton->resize(Point2I::Zero, Point2I(100, 100));
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}
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if (mMatAssetIdTxt != nullptr)
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{
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mMatAssetIdTxt->resize(Point2I(100, 0), Point2I(mEditCtrlRect.extent.x - 100, 18));
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}
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return resized;
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}
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void GuiInspectorTypeTerrainMaterialAssetPtr::setMaterialAsset(String assetId)
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{
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mTargetObject->setDataField(mCaption, "", assetId);
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//force a refresh
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SimObject* obj = mInspector->getInspectObject();
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mInspector->inspectObject(obj);
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}
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DefineEngineMethod(GuiInspectorTypeTerrainMaterialAssetPtr, setMaterialAsset, void, (String assetId), (""),
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"Gets a particular shape animation asset for this shape.\n"
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"@param animation asset index.\n"
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"@return Shape Animation Asset.\n")
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{
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if (assetId == String::EmptyString)
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return;
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return object->setMaterialAsset(assetId);
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}
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