mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added ability to override radio button behavior when selecting items in popup menus Added ability to turn on rotation snapping as a setting, with SHIFT just inverting the rot snap mode Implemented proper asset type filtering, complete with multiple type selection, and listing of active filters in AB footer. Selectable via visibility popup Menu Moved asset preview button generation from code to template GUI file added ability to move asset with drag-n-drop(Image asset only so far) New AB folder icon Properly link image asset fields to material asset if 'AlwaysPresentImageMaps' config setting is active
422 lines
13 KiB
C++
422 lines
13 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 _SHAPE_ASSET_H_
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#include "ShapeAsset.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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#include "core/resourceManager.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ShapeAsset);
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ConsoleType(assetIdString, TypeShapeAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeShapeAssetPtr)
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{
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// Fetch asset Id.
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//return *((StringTableEntry*)dptr);
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return (*((AssetPtr<ShapeAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeShapeAssetPtr)
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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 Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ShapeAsset::ShapeAsset()
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{
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mFileName = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ShapeAsset::~ShapeAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ShapeAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("fileName", TypeAssetLooseFilePath, Offset(mFileName, ShapeAsset),
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&setShapeFile, &getShapeFile, "Path to the shape file we want to render");
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}
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void ShapeAsset::setDataField(StringTableEntry slotName, const char *array, const char *value)
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{
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Parent::setDataField(slotName, array, value);
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//Now, if it's a material slot of some fashion, set it up
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StringTableEntry matSlotName = StringTable->insert("materialAsset");
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if (String(slotName).startsWith(matSlotName))
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{
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StringTableEntry matId = StringTable->insert(value);
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mMaterialAssetIds.push_back(matId);
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}
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}
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void ShapeAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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if (mFileName == StringTable->EmptyString())
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return;
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ResourceManager::get().getChangedSignal().notify(this, &ShapeAsset::_onResourceChanged);
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//Ensure our path is expando'd if it isn't already
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if (!Platform::isFullPath(mFileName))
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mFileName = getOwned() ? expandAssetFilePath(mFileName) : mFileName;
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loadShape();
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}
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void ShapeAsset::setShapeFile(const char* pShapeFile)
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{
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// Sanity!
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AssertFatal(pShapeFile != NULL, "Cannot use a NULL shape file.");
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// Fetch image file.
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pShapeFile = StringTable->insert(pShapeFile);
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// Ignore no change,
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if (pShapeFile == mFileName)
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return;
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mFileName = pShapeFile;
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// Refresh the asset.
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refreshAsset();
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}
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void ShapeAsset::_onResourceChanged(const Torque::Path &path)
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{
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if (path != Torque::Path(mFileName) )
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return;
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refreshAsset();
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loadShape();
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}
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bool ShapeAsset::loadShape()
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{
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mMaterialAssets.clear();
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mMaterialAssetIds.clear();
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//First, load any material, animation, etc assets we may be referencing in our asset
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// Find any asset dependencies.
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AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
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// Does the asset have any dependencies?
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if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
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{
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// Iterate all dependencies.
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while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
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{
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StringTableEntry assetType = mpOwningAssetManager->getAssetType(assetDependenciesItr->value);
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if (assetType == StringTable->insert("MaterialAsset"))
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{
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mMaterialAssetIds.push_front(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<MaterialAsset> matAsset = assetDependenciesItr->value;
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mMaterialAssets.push_front(matAsset);
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}
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else if (assetType == StringTable->insert("ShapeAnimationAsset"))
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{
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mAnimationAssetIds.push_back(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<ShapeAnimationAsset> animAsset = assetDependenciesItr->value;
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mAnimationAssets.push_back(animAsset);
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}
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// Next dependency.
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assetDependenciesItr++;
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}
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}
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mShape = ResourceManager::get().load(mFileName);
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if (!mShape)
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{
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Con::errorf("StaticMesh::updateShape : failed to load shape file!");
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return false; //if it failed to load, bail out
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}
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bool hasBlends = false;
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//Now that we've successfully loaded our shape and have any materials and animations loaded
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//we need to set up the animations we're using on our shape
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for (S32 i = mAnimationAssets.size()-1; i >= 0; --i)
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{
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String srcName = mAnimationAssets[i]->getAnimationName();
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String srcPath(mAnimationAssets[i]->getAnimationFilename());
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//SplitSequencePathAndName(srcPath, srcName);
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if (!mShape->addSequence(srcPath, srcName, srcName,
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mAnimationAssets[i]->getStartFrame(), mAnimationAssets[i]->getEndFrame(), mAnimationAssets[i]->getPadRotation(), mAnimationAssets[i]->getPadTransforms()))
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return false;
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if (mAnimationAssets[i]->isBlend())
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hasBlends = true;
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}
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//if any of our animations are blends, set those up now
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if (hasBlends)
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{
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for (U32 i=0; i < mAnimationAssets.size(); ++i)
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{
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if (mAnimationAssets[i]->isBlend() && mAnimationAssets[i]->getBlendAnimationName() != StringTable->EmptyString())
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{
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//gotta do a bit of logic here.
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//First, we need to make sure the anim asset we depend on for our blend is loaded
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AssetPtr<ShapeAnimationAsset> blendAnimAsset = mAnimationAssets[i]->getBlendAnimationName();
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if (blendAnimAsset.isNull())
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{
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Con::errorf("ShapeAsset::initializeAsset - Unable to acquire reference animation asset %s for asset %s to blend!", mAnimationAssets[i]->getBlendAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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String refAnimName = blendAnimAsset->getAnimationName();
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if (!mShape->setSequenceBlend(mAnimationAssets[i]->getAnimationName(), true, blendAnimAsset->getAnimationName(), mAnimationAssets[i]->getBlendFrame()))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to set animation clip %s for asset %s to blend!", mAnimationAssets[i]->getAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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}
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}
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}
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onShapeChanged.trigger(this);
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return true;
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}
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//------------------------------------------------------------------------------
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void ShapeAsset::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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void ShapeAsset::onAssetRefresh(void)
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{
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if (mFileName == StringTable->EmptyString())
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return;
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// Update.
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if(!Platform::isFullPath(mFileName))
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mFileName = getOwned() ? expandAssetFilePath(mFileName) : mFileName;
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loadShape();
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}
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void ShapeAsset::SplitSequencePathAndName(String& srcPath, String& srcName)
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{
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srcName = "";
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// Determine if there is a sequence name at the end of the source string, and
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// if so, split the filename from the sequence name
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S32 split = srcPath.find(' ', 0, String::Right);
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S32 split2 = srcPath.find('\t', 0, String::Right);
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if ((split == String::NPos) || (split2 > split))
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split = split2;
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if (split != String::NPos)
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{
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split2 = split + 1;
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while ((srcPath[split2] != '\0') && dIsspace(srcPath[split2]))
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split2++;
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// now 'split' is at the end of the path, and 'split2' is at the start of the sequence name
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srcName = srcPath.substr(split2);
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srcPath = srcPath.erase(split, srcPath.length() - split);
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}
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}
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ShapeAnimationAsset* ShapeAsset::getAnimation(S32 index)
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{
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if (index < mAnimationAssets.size())
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{
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return mAnimationAssets[index];
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}
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return nullptr;
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}
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DefineEngineMethod(ShapeAsset, getMaterialCount, S32, (), ,
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"Gets the number of materials for this shape asset.\n"
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"@return Material count.\n")
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{
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return object->getMaterialCount();
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}
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DefineEngineMethod(ShapeAsset, getAnimationCount, S32, (), ,
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"Gets the number of animations for this shape asset.\n"
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"@return Animation count.\n")
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{
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return object->getAnimationCount();
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}
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DefineEngineMethod(ShapeAsset, getAnimation, ShapeAnimationAsset*, (S32 index), (0),
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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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return object->getAnimation(index);
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
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ConsoleDocClass(GuiInspectorTypeShapeAssetPtr,
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"@brief Inspector field type for Shapes\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 GuiInspectorTypeShapeAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeShapeAssetPtr)->setInspectorFieldType("GuiInspectorTypeShapeAssetPtr");
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}
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GuiControl* GuiInspectorTypeShapeAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ShapeAsset\", \"AssetBrowser.changeAsset\", %d, %s);",
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mInspector->getInspectObject()->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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const char* id = mInspector->getInspectObject()->getIdString();
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setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
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// Create "Open in ShapeEditor" button
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mShapeEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "ShapeEditorPlugin.openShapeAsset(%d.getText());", retCtrl->getId());
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mShapeEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
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mShapeEdButton->setBitmap(bitmapName);
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mShapeEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mShapeEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mShapeEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mShapeEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
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mShapeEdButton->registerObject();
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addObject(mShapeEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeShapeAssetPtr::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 (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mShapeEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mShapeEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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}
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