mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Processed core, tools and default modules to utilize assets Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption Removed unneeded MainEditor mockup module Removed some unused/duplicate image assets from the tools
407 lines
12 KiB
C++
407 lines
12 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 LEVEL_ASSET_H
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#include "LevelAsset.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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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(LevelAsset);
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ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeLevelAssetPtr)
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{
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// Fetch asset Id.
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return *((const char**)(dptr));
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeLevelAssetPtr)
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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**)dptr) = StringTable->insert(argv[0]);
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return;
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}
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// Warn.
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Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
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{
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mLevelName = StringTable->EmptyString();
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mLevelFile = StringTable->EmptyString();
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mPostFXPresetFile = StringTable->EmptyString();
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mDecalsFile = StringTable->EmptyString();
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mForestFile = StringTable->EmptyString();
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mNavmeshFile = StringTable->EmptyString();
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mLevelPath = StringTable->EmptyString();
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mPostFXPresetPath = StringTable->EmptyString();
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mDecalsPath = StringTable->EmptyString();
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mForestPath = StringTable->EmptyString();
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mNavmeshPath = StringTable->EmptyString();
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mGamemodeName = StringTable->EmptyString();
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mMainLevelAsset = StringTable->EmptyString();
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mEditorFile = StringTable->EmptyString();
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mBakedSceneFile = StringTable->EmptyString();
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mPreviewImageAssetId = StringTable->EmptyString();
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mPreviewImageAsset = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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LevelAsset::~LevelAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void LevelAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
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&setLevelFile, &getLevelFile, "Path to the actual level file.");
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addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
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addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
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&setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
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addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
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&setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
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addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
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&setForestFile, &getForestFile, "Path to the Forest cache file.");
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addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
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&setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
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addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
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&setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
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addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
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&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
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addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
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addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
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}
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//------------------------------------------------------------------------------
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void LevelAsset::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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//
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void LevelAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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loadAsset();
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}
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void LevelAsset::onAssetRefresh(void)
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{
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loadAsset();
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}
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void LevelAsset::loadAsset()
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{
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// Ensure the image-file is expanded.
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mLevelPath = expandAssetFilePath(mLevelFile);
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mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
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mDecalsPath = expandAssetFilePath(mDecalsFile);
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mForestPath = expandAssetFilePath(mForestFile);
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mNavmeshPath = expandAssetFilePath(mNavmeshFile);
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StringTableEntry previewImageAssetId = getAssetDependencyField("previewImageAsset");
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if (previewImageAssetId != StringTable->EmptyString())
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{
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mPreviewImageAssetId = previewImageAssetId;
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AssetPtr<ImageAsset> previewImgAsset = mPreviewImageAssetId;
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mPreviewImageAsset = previewImgAsset;
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}
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}
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//
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void LevelAsset::setLevelFile(const char* pLevelFile)
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{
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// Sanity!
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AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pLevelFile = StringTable->insert(pLevelFile);
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// Ignore no change,
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if (pLevelFile == mLevelFile)
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return;
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// Update.
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mLevelFile = pLevelFile;
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// Refresh the asset.
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refreshAsset();
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}
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StringTableEntry LevelAsset::getPreviewImageAsset() const
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{
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return mPreviewImageAssetId;
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}
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StringTableEntry LevelAsset::getPreviewImagePath(void) const
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{
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if (mPreviewImageAsset.notNull() && mPreviewImageAsset->isAssetValid())
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{
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return mPreviewImageAsset->getImagePath();
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}
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return StringTable->EmptyString();
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}
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void LevelAsset::setEditorFile(const char* pEditorFile)
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{
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// Sanity!
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AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pEditorFile = StringTable->insert(pEditorFile);
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// Ignore no change,
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if (pEditorFile == mEditorFile)
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return;
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// Update.
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mEditorFile = pEditorFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
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{
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// Sanity!
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AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
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// Fetch image file.
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pBakedSceneFile = StringTable->insert(pBakedSceneFile);
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// Ignore no change,
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if (pBakedSceneFile == mBakedSceneFile)
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return;
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// Update.
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mBakedSceneFile = pBakedSceneFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
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{
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// Sanity!
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AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
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// Fetch file.
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pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
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// Ignore no change,
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if (pPostFXPresetFile == mPostFXPresetFile)
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return;
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// Update.
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mPostFXPresetFile = pPostFXPresetFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setDecalsFile(const char* pDecalsFile)
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{
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// Sanity!
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AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
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// Fetch file.
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pDecalsFile = StringTable->insert(pDecalsFile);
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// Ignore no change,
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if (pDecalsFile == mDecalsFile)
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return;
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// Update.
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mDecalsFile = pDecalsFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setForestFile(const char* pForestFile)
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{
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// Sanity!
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AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
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// Fetch file.
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pForestFile = StringTable->insert(pForestFile);
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// Ignore no change,
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if (pForestFile == mForestFile)
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return;
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// Update.
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mForestFile = pForestFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
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{
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// Sanity!
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AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
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// Fetch file.
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pNavmeshFile = StringTable->insert(pNavmeshFile);
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// Ignore no change,
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if (pNavmeshFile == mNavmeshFile)
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return;
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// Update.
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mNavmeshFile = pNavmeshFile;
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// Refresh the asset.
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refreshAsset();
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}
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void LevelAsset::loadDependencies()
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{
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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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//Force it to be loaded by acquiring it
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StringTableEntry assetId = assetDependenciesItr->value;
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mAssetDependencies.push_back(AssetDatabase.acquireAsset<AssetBase>(assetId));
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// Next dependency.
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assetDependenciesItr++;
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}
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}
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}
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void LevelAsset::unloadDependencies()
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{
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for (U32 i = 0; i < mAssetDependencies.size(); i++)
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{
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AssetBase* assetDef = mAssetDependencies[i];
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AssetDatabase.releaseAsset(assetDef->getAssetId());
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}
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}
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DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
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"Gets the full path of the asset's defined level file.\n"
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"@return The string result of the level path")
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{
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return object->getLevelPath();
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}
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DefineEngineMethod(LevelAsset, getPreviewImageAsset, const char*, (), ,
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"Gets the full path of the asset's defined preview image file.\n"
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"@return The string result of the level preview image path")
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{
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return object->getPreviewImageAsset();
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}
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DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
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"Gets the full path of the asset's defined preview image file.\n"
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"@return The string result of the level preview image path")
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{
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return object->getPreviewImagePath();
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}
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DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
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"Gets the full path of the asset's defined postFX preset file.\n"
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"@return The string result of the postFX preset path")
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{
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return object->getPostFXPresetPath();
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}
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DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
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"Gets the full path of the asset's defined decal file.\n"
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"@return The string result of the decal path")
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{
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return object->getDecalsPath();
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}
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DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
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"Initiates the loading of asset dependencies for this level.")
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{
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return object->loadDependencies();
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}
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DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
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"Initiates the unloading of previously loaded asset dependencies for this level.")
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{
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return object->unloadDependencies();
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}
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