Torque3D/Engine/source/T3D/assets/MaterialAsset.cpp
Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
2021-09-19 01:01:47 -05:00

475 lines
15 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef MATERIALASSET_H
#include "MaterialAsset.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/assetImporter.h"
StringTableEntry MaterialAsset::smNoMaterialAssetFallback = NULL;
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(MaterialAsset);
ConsoleType(MaterialAssetPtr, TypeMaterialAssetPtr, MaterialAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeMaterialAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<MaterialAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeMaterialAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<MaterialAsset>* pAssetPtr = dynamic_cast<AssetPtr<MaterialAsset>*>((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("(TypeMaterialAssetPtr) - Cannot set multiple args to a single asset.");
}
ConsoleType(assetIdString, TypeMaterialAssetId, const char*, ASSET_ID_FIELD_PREFIX)
ConsoleGetType(TypeMaterialAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeMaterialAssetId)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset Id.
StringTableEntry* assetId = (StringTableEntry*)(dptr);
// Update asset value.
*assetId = StringTable->insert(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeMaterialAssetId) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
MaterialAsset::MaterialAsset()
{
mShaderGraphFile = "";
mScriptFile = StringTable->EmptyString();
mScriptPath = StringTable->EmptyString();
mMatDefinitionName = StringTable->EmptyString();
mMaterialDefinition = nullptr;
}
//-----------------------------------------------------------------------------
MaterialAsset::~MaterialAsset()
{
//SAFE_DELETE(mMaterialDefinition);
}
//-----------------------------------------------------------------------------
void MaterialAsset::consoleInit()
{
Parent::consoleInit();
Con::addVariable("$Core::NoMaterialAssetFallback", TypeString, &smNoMaterialAssetFallback,
"The assetId of the material to display when the requested material asset is missing.\n"
"@ingroup GFX\n");
smNoMaterialAssetFallback = StringTable->insert(Con::getVariable("$Core::NoMaterialAssetFallback"));
}
void MaterialAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, MaterialAsset), "");
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, MaterialAsset),
&setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, MaterialAsset), "Name of the material definition this asset is for.");
}
void MaterialAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
{
if (!Sim::findObject(mMatDefinitionName))
if (Con::executeFile(mScriptPath, false, false))
mLoadedState = ScriptLoaded;
else
mLoadedState = Failed;
}
loadMaterial();
}
void MaterialAsset::onAssetRefresh()
{
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (Torque::FS::IsScriptFile(mScriptPath))
{
//Since we're refreshing, we can assume that the file we're executing WILL have an existing definition.
//But that definition, whatever it is, is the 'correct' one, so we enable the Replace Existing behavior
//when the engine encounters a named object conflict.
String redefineBehaviorPrev = Con::getVariable("$Con::redefineBehavior");
Con::setVariable("$Con::redefineBehavior", "replaceExisting");
if (Con::executeFile(mScriptPath, false, false))
mLoadedState = ScriptLoaded;
else
mLoadedState = Failed;
//And now that we've executed, switch back to the prior behavior
Con::setVariable("$Con::redefineBehavior", redefineBehaviorPrev.c_str());
}
loadMaterial();
}
void MaterialAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile, true);
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
//------------------------------------------------------------------------------
void MaterialAsset::loadMaterial()
{
if (mMaterialDefinition)
SAFE_DELETE(mMaterialDefinition);
if (mLoadedState == ScriptLoaded && mMatDefinitionName != StringTable->EmptyString())
{
Material* matDef;
if (!Sim::findObject(mMatDefinitionName, matDef))
{
Con::errorf("MaterialAsset: Unable to find the Material %s", mMatDefinitionName);
mLoadedState = BadFileReference;
return;
}
mMaterialDefinition = matDef;
mLoadedState = Ok;
mMaterialDefinition->reload();
return;
}
mLoadedState = Failed;
}
//------------------------------------------------------------------------------
void MaterialAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//------------------------------------------------------------------------------
U32 MaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr<MaterialAsset>* matAsset)
{
AssetQuery query;
U32 foundAssetcount = AssetDatabase.findAssetType(&query, "MaterialAsset");
if (foundAssetcount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
matAsset->setAssetId(MaterialAsset::smNoMaterialAssetFallback);
if (matAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("MaterialAsset::getAssetByMaterialName - Finding of asset associated with material name %s failed with no fallback asset", matName);
return AssetErrCode::Failed;
}
//handle noshape not being loaded itself
if ((*matAsset)->mLoadedState == BadFileReference)
{
Con::warnf("ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference.", matName);
return AssetErrCode::BadFileReference;
}
Con::warnf("ShapeAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, utilizing fallback asset", matName);
(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
else
{
for (U32 i = 0; i < foundAssetcount; i++)
{
MaterialAsset* tMatAsset = AssetDatabase.acquireAsset<MaterialAsset>(query.mAssetList[i]);
if (tMatAsset && tMatAsset->getMaterialDefinitionName() == matName)
{
matAsset->setAssetId(query.mAssetList[i]);
AssetDatabase.releaseAsset(query.mAssetList[i]);
return (*matAsset)->mLoadedState;
}
AssetDatabase.releaseAsset(query.mAssetList[i]); //cleanup if that's not the one we needed
}
}
}
StringTableEntry MaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
{
if (matName == StringTable->EmptyString())
return StringTable->EmptyString();
StringTableEntry materialAssetId = MaterialAsset::smNoMaterialAssetFallback;
AssetQuery query;
U32 foundCount = AssetDatabase.findAssetType(&query, "MaterialAsset");
if (foundCount != 0)
{
for (U32 i = 0; i < foundCount; i++)
{
MaterialAsset* matAsset = AssetDatabase.acquireAsset<MaterialAsset>(query.mAssetList[i]);
if (matAsset && matAsset->getMaterialDefinitionName() == matName)
{
materialAssetId = matAsset->getAssetId();
AssetDatabase.releaseAsset(query.mAssetList[i]);
break;
}
AssetDatabase.releaseAsset(query.mAssetList[i]);
}
}
return materialAssetId;
}
U32 MaterialAsset::getAssetById(StringTableEntry assetId, AssetPtr<MaterialAsset>* materialAsset)
{
(*materialAsset) = assetId;
if (materialAsset->notNull())
{
return (*materialAsset)->mLoadedState;
}
else
{
//Didn't work, so have us fall back to a placeholder asset
materialAsset->setAssetId(MaterialAsset::smNoMaterialAssetFallback);
if (materialAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed with no fallback asset", assetId);
return AssetErrCode::Failed;
}
//handle noshape not being loaded itself
if ((*materialAsset)->mLoadedState == BadFileReference)
{
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
return AssetErrCode::BadFileReference;
}
Con::warnf("MaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
(*materialAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(MaterialAsset, getAssetIdByMaterialName, const char*, (const char* materialName), (""),
"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
"@return The AssetId of the associated asset, if any.")
{
return MaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
}
DefineEngineMethod(MaterialAsset, getScriptPath, const char*, (), ,
"Queries the Asset Database to see if any asset exists that is associated with the provided material name.\n"
"@return The AssetId of the associated asset, if any.")
{
return object->getScriptPath();
}
#endif
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeMaterialAssetPtr);
ConsoleDocClass(GuiInspectorTypeMaterialAssetPtr,
"@brief Inspector field type for Shapes\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeMaterialAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeMaterialAssetPtr)->setInspectorFieldType("GuiInspectorTypeMaterialAssetPtr");
}
GuiControl* GuiInspectorTypeMaterialAssetPtr::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(\"MaterialAsset\", \"AssetBrowser.changeAsset\", %s, \"\");",
getIdString());
mBrowseButton->setField("Command", szBuffer);
setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
// Create "Open in Editor" button
mEditButton = new GuiBitmapButtonCtrl();
dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.editAsset(%d.getText());", retCtrl->getId());
mEditButton->setField("Command", szBuffer);
char bitmapName[512] = "ToolsModule:material_editor_n_image";
mEditButton->setBitmap(StringTable->insert(bitmapName));
mEditButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
mEditButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
mEditButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
mEditButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this asset in the Material Editor");
mEditButton->registerObject();
addObject(mEditButton);
return retCtrl;
}
bool GuiInspectorTypeMaterialAssetPtr::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 (mEditButton != NULL)
{
RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
resized |= mEditButton->resize(shapeEdRect.point, shapeEdRect.extent);
}
return resized;
}
IMPLEMENT_CONOBJECT(GuiInspectorTypeMaterialAssetId);
ConsoleDocClass(GuiInspectorTypeMaterialAssetId,
"@brief Inspector field type for Material Assets\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeMaterialAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeMaterialAssetId)->setInspectorFieldType("GuiInspectorTypeMaterialAssetId");
}