Torque3D/Engine/source/T3D/assets/TerrainAsset.h
2022-06-13 12:38:08 -05:00

133 lines
4.4 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 TERRAINASSET_H
#define TERRAINASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
//#include "terrain/terrData.h"
#include "assets/assetPtr.h"
#include "terrain/terrFile.h"
class TerrainMaterialAsset;
//-----------------------------------------------------------------------------
class TerrainAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mTerrainFileName;
StringTableEntry mTerrainFilePath;
Resource<TerrainFile> mTerrainFile;
//Material assets we're dependent on and use
Vector<StringTableEntry> mTerrMaterialAssetIds;
Vector<AssetPtr<TerrainMaterialAsset>> mTerrMaterialAssets;
public:
TerrainAsset();
virtual ~TerrainAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
virtual void setDataField(StringTableEntry slotName, const char* array, const char* value);
void setTerrainFileName(const char* pTerrainFile);
inline StringTableEntry getTerrainFileName(void) const { return mTerrainFileName; };
inline StringTableEntry getTerrainFilePath(void) const { return mTerrainFilePath; };
inline Resource<TerrainFile> getTerrainResource(void) const { return mTerrainFile; };
bool loadTerrain();
static bool getAssetByFilename(StringTableEntry fileName, AssetPtr<TerrainAsset>* shapeAsset);
static StringTableEntry getAssetIdByFilename(StringTableEntry fileName);
static bool getAssetById(StringTableEntry assetId, AssetPtr<TerrainAsset>* shapeAsset);
/// Declare Console Object.
DECLARE_CONOBJECT(TerrainAsset);
protected:
virtual void initializeAsset();
virtual void onAssetRefresh(void);
static bool setTerrainFileName(void *obj, const char *index, const char *data) { static_cast<TerrainAsset*>(obj)->setTerrainFileName(data); return false; }
static const char* getTerrainFileName(void* obj, const char* data) { return static_cast<TerrainAsset*>(obj)->getTerrainFileName(); }
};
DefineConsoleType(TypeTerrainAssetPtr, TerrainAsset)
DefineConsoleType(TypeTerrainAssetId, String)
#ifdef TORQUE_TOOLS
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
class GuiInspectorTypeTerrainAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl* mShapeEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeTerrainAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};
class GuiInspectorTypeTerrainAssetId : public GuiInspectorTypeTerrainAssetPtr
{
typedef GuiInspectorTypeTerrainAssetPtr Parent;
public:
DECLARE_CONOBJECT(GuiInspectorTypeTerrainAssetId);
static void consoleInit();
};
#endif
#endif // _ASSET_BASE_H_