Torque3D/Engine/source/T3D/assets/TerrainMaterialAsset.cpp
Areloch 667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00

581 lines
19 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.
//-----------------------------------------------------------------------------
#ifndef TERRAINMATERIALASSET_H
#include "TerrainMaterialAsset.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 TerrainMaterialAsset::smNoTerrainMaterialAssetFallback = NULL;
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(TerrainMaterialAsset);
ConsoleType(TerrainMaterialAssetPtr, TypeTerrainMaterialAssetPtr, TerrainMaterialAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeTerrainMaterialAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<TerrainMaterialAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeTerrainMaterialAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<TerrainMaterialAsset>* pAssetPtr = dynamic_cast<AssetPtr<TerrainMaterialAsset>*>((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("(TypeTerrainMaterialAssetPtr) - Cannot set multiple args to a single asset.");
}
ConsoleType(assetIdString, TypeTerrainMaterialAssetId, const char*, ASSET_ID_FIELD_PREFIX)
ConsoleGetType(TypeTerrainMaterialAssetId)
{
// Fetch asset Id.
return *((const char**)(dptr));
}
ConsoleSetType(TypeTerrainMaterialAssetId)
{
// 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("(TypeTerrainMaterialAssetId) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
TerrainMaterialAsset::TerrainMaterialAsset()
{
mScriptFile = StringTable->EmptyString();
mScriptPath = StringTable->EmptyString();
mMatDefinitionName = StringTable->EmptyString();
mMaterialDefinition = nullptr;
mFXMaterialDefinition = nullptr;
}
//-----------------------------------------------------------------------------
TerrainMaterialAsset::~TerrainMaterialAsset()
{
if (mMaterialDefinition)
mMaterialDefinition->safeDeleteObject();
if (mFXMaterialDefinition)
mFXMaterialDefinition->safeDeleteObject();
}
//-----------------------------------------------------------------------------
void TerrainMaterialAsset::consoleInit()
{
Parent::consoleInit();
Con::addVariable("$Core::NoTerrainMaterialAssetFallback", TypeString, &smNoTerrainMaterialAssetFallback,
"The assetId of the material to display when the requested material asset is missing.\n"
"@ingroup GFX\n");
smNoTerrainMaterialAssetFallback = StringTable->insert(Con::getVariable("$Core::NoTerrainMaterialAssetFallback"));
}
void TerrainMaterialAsset::initPersistFields()
{
docsURL;
// Call parent.
Parent::initPersistFields();
//addField("shaderGraph", TypeRealString, Offset(mShaderGraphFile, TerrainMaterialAsset), "");
//addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset),
// &setScriptFile, &getScriptFile, "Path to the file containing the material definition.");
addField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, TerrainMaterialAsset), "");
addField("materialDefinitionName", TypeString, Offset(mMatDefinitionName, TerrainMaterialAsset), "Name of the material definition this asset is for.");
}
void TerrainMaterialAsset::initializeAsset()
{
// Call parent.
Parent::initializeAsset();
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (mMatDefinitionName == StringTable->EmptyString())
{
mLoadedState = Failed;
return;
}
if (size() != 0 && mScriptPath == StringTable->EmptyString())
{
mLoadedState = EmbeddedDefinition;
}
else if (Torque::FS::IsScriptFile(mScriptPath))
{
if (!Sim::findObject(mMatDefinitionName))
{
if (Con::executeFile(mScriptPath, false, false))
{
mLoadedState = ScriptLoaded;
}
else
{
mLoadedState = Failed;
}
}
else
{
mLoadedState = DefinitionAlreadyExists;
}
}
loadMaterial();
}
void TerrainMaterialAsset::onAssetRefresh()
{
mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
if (mMatDefinitionName == StringTable->EmptyString())
{
mLoadedState = Failed;
return;
}
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 TerrainMaterialAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
pScriptFile = StringTable->insert(pScriptFile, true);
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
// Refresh the asset.
refreshAsset();
}
//------------------------------------------------------------------------------
void TerrainMaterialAsset::loadMaterial()
{
if (mMaterialDefinition)
mMaterialDefinition->safeDeleteObject();
if (mFXMaterialDefinition)
mFXMaterialDefinition->safeDeleteObject();
if (mLoadedState == EmbeddedDefinition)
{
if (size() != 0)
{
for (U32 i = 0; i < size(); i++)
{
TerrainMaterial* terrMat = dynamic_cast<TerrainMaterial*>(getObject(i));
if (terrMat)
{
mMaterialDefinition = terrMat;
mLoadedState = Ok;
mMaterialDefinition->setInternalName(getAssetId());
continue;
}
//Otherwise, check if it's our FX material
Material* fxMat = dynamic_cast<Material*>(getObject(i));
if (fxMat)
{
mFXMaterialDefinition = fxMat;
//mMaterialDefinition->setInternalName(getAssetId());
mFXMaterialDefinition->reload();
continue;
}
}
}
if(mLoadedState == Ok)
return;
}
else if ((mLoadedState == ScriptLoaded || mLoadedState == DefinitionAlreadyExists) && mMatDefinitionName != StringTable->EmptyString())
{
TerrainMaterial* matDef;
if (!Sim::findObject(mMatDefinitionName, matDef))
{
Con::errorf("TerrainMaterialAsset: Unable to find the Material %s", mMatDefinitionName);
mLoadedState = BadFileReference;
return;
}
mMaterialDefinition = matDef;
mLoadedState = Ok;
mMaterialDefinition->setInternalName(getAssetId());
return;
}
mLoadedState = Failed;
}
//------------------------------------------------------------------------------
void TerrainMaterialAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
//------------------------------------------------------------------------------
U32 TerrainMaterialAsset::getAssetByMaterialName(StringTableEntry matName, AssetPtr<TerrainMaterialAsset>* matAsset)
{
AssetQuery query;
U32 foundAssetcount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset");
if (foundAssetcount == 0)
{
//Didn't work, so have us fall back to a placeholder asset
matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
if (matAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("TerrainMaterialAsset::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("TerrainMaterialAsset::getAssetByMaterialName - Finding of associated with aterial name %s failed, and fallback asset reported error of Bad File Reference.", matName);
return AssetErrCode::BadFileReference;
}
Con::warnf("TerrainMaterialAsset::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++)
{
TerrainMaterialAsset* tMatAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(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
}
}
//Somehow we failed to bind an asset, so just use the fallback and mark the failure
matAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
(*matAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
StringTableEntry TerrainMaterialAsset::getAssetIdByMaterialName(StringTableEntry matName)
{
if (matName == StringTable->EmptyString())
return StringTable->EmptyString();
StringTableEntry materialAssetId = TerrainMaterialAsset::smNoTerrainMaterialAssetFallback;
AssetQuery query;
U32 foundCount = AssetDatabase.findAssetType(&query, "TerrainMaterialAsset");
if (foundCount != 0)
{
for (U32 i = 0; i < foundCount && materialAssetId == StringTable->EmptyString(); i++)
{
TerrainMaterialAsset* matAsset = AssetDatabase.acquireAsset<TerrainMaterialAsset>(query.mAssetList[i]);
if (matAsset)
{
if (matAsset->getMaterialDefinitionName() == matName)
materialAssetId = matAsset->getAssetId();
AssetDatabase.releaseAsset(query.mAssetList[i]);
}
}
}
return materialAssetId;
}
U32 TerrainMaterialAsset::getAssetById(StringTableEntry assetId, AssetPtr<TerrainMaterialAsset>* materialAsset)
{
(*materialAsset) = assetId;
if (materialAsset->notNull())
{
return (*materialAsset)->mLoadedState;
}
else
{
//Didn't work, so have us fall back to a placeholder asset
materialAsset->setAssetId(TerrainMaterialAsset::smNoTerrainMaterialAssetFallback);
if (materialAsset->isNull())
{
//Well that's bad, loading the fallback failed.
Con::warnf("TerrainMaterialAsset::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("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, and fallback asset reported error of Bad File Reference.", assetId);
return AssetErrCode::BadFileReference;
}
Con::warnf("TerrainMaterialAsset::getAssetById - Finding of asset with id %s failed, utilizing fallback asset", assetId);
(*materialAsset)->mLoadedState = AssetErrCode::UsingFallback;
return AssetErrCode::UsingFallback;
}
}
SimObjectPtr<TerrainMaterial> TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTableEntry assetId)
{
SimSet* terrainMatSet;
if (!Sim::findObject("TerrainMaterialSet", terrainMatSet))
{
return nullptr;
}
SimObjectPtr<TerrainMaterial> matDef = dynamic_cast<TerrainMaterial*>(terrainMatSet->findObjectByInternalName(assetId));
return matDef;
}
#ifdef TORQUE_TOOLS
DefineEngineStaticMethod(TerrainMaterialAsset, 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 TerrainMaterialAsset::getAssetIdByMaterialName(StringTable->insert(materialName));
}
//MaterialAsset::findMaterialDefinitionByAssetId("Prototyping:Detail")
DefineEngineStaticMethod(TerrainMaterialAsset, findMaterialDefinitionByAssetId, S32, (const char* assetId), (""),
"Queries the MaterialSet to see if any MaterialDefinition exists that is associated to the provided assetId.\n"
"@return The MaterialDefinition Id associated to the assetId, if any")
{
SimObjectPtr<TerrainMaterial> matDef = TerrainMaterialAsset::findMaterialDefinitionByAssetId(StringTable->insert(assetId));
if (matDef.isNull())
return SimObjectId(0);
else
return matDef->getId();
}
DefineEngineMethod(TerrainMaterialAsset, 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();
}
DefineEngineMethod(TerrainMaterialAsset, getMaterialDefinition, S32, (), ,
"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.")
{
SimObjectPtr<TerrainMaterial> mat = object->getMaterialDefinition();
if (mat.isValid())
return mat->getId();
else
return 0;
}
DefineEngineMethod(TerrainMaterialAsset, getFXMaterialDefinition, S32, (), ,
"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.")
{
SimObjectPtr<Material> mat = object->getFXMaterialDefinition();
if (mat.isValid())
return mat->getId();
else
return 0;
}
//-----------------------------------------------------------------------------
// GuiInspectorTypeAssetId
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiInspectorTypeTerrainMaterialAssetPtr);
ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetPtr,
"@brief Inspector field type for Material Asset Objects\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeTerrainMaterialAssetPtr::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeTerrainMaterialAssetPtr)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetPtr");
}
GuiControl* GuiInspectorTypeTerrainMaterialAssetPtr::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(\"TerrainMaterialAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
mInspector->getIdString(), mCaption);
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 Terrain Material Editor");
mEditButton->registerObject();
addObject(mEditButton);
return retCtrl;
}
bool GuiInspectorTypeTerrainMaterialAssetPtr::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(GuiInspectorTypeTerrainMaterialAssetId);
ConsoleDocClass(GuiInspectorTypeTerrainMaterialAssetId,
"@brief Inspector field type for Terrain Material Assets\n\n"
"Editor use only.\n\n"
"@internal"
);
void GuiInspectorTypeTerrainMaterialAssetId::consoleInit()
{
Parent::consoleInit();
ConsoleBaseType::getType(TypeTerrainMaterialAssetId)->setInspectorFieldType("GuiInspectorTypeTerrainMaterialAssetId");
}
#endif