Torque3D/Engine/source/T3D/assets/ShapeAnimationAsset.cpp
JeffR e02981c848 Fixes various reported issues with the ShapeEd update
- Updates addSequence for the TSShapeConstructor so it can properly understand if it's handed an assetId or not, and if it is, stores that as the source data for use later
- Has the added benefit of ensuring no erroneous double-ups of data causing accidental overwrites when saving the shapeConstructor because it thinks the data 'changed'
- Fixed saving of new added sequences in shape constructor to properly trip whitespace
- Adds ability to manually trigger a ShapeAsset to load the shape data
- Adjusted the logic for getting a shape/animation asset's constructor when adding a new sequence to avoid false reporting of no constructor existing(by manually loading it)
- Fixed formatting on ShapeEd Anim window to properly scale
- Added onWake calls for the ShapeEd select and properties windows to better prep them position/extents-wise so they should behave more consistently
- Fixed issue of Not closing material editor if it was opened via the Edit Selected Material button in the ShapeEd
- Fixed issue of highlighting of material not going away when ShapeEditor is closed
2025-10-13 00:07:46 -05:00

221 lines
7.5 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 SHAPE_ANIMATION_ASSET_H
#include "ShapeAnimationAsset.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 "core/resourceManager.h"
// Debug Profiling.
#include "platform/profiler.h"
#include "console/typeValidators.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ShapeAnimationAsset);
ConsoleType(ShapeAnimationAssetPtr, TypeShapeAnimationAssetPtr, ShapeAnimationAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeShapeAnimationAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<ShapeAnimationAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeShapeAnimationAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<ShapeAnimationAsset>* pAssetPtr = dynamic_cast<AssetPtr<ShapeAnimationAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeShapeAnimationAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeShapeAnimationAssetPtr) - Cannot set multiple args to a single asset.");
}
const String ShapeAnimationAsset::mErrCodeStrings[] =
{
"TooManyBones",
"UnKnown"
};
//-----------------------------------------------------------------------------
ShapeAnimationAsset::ShapeAnimationAsset() :
mIsEmbedded(false), mIsCyclical(true), mIsBlend(false), mBlendFrame(0), mStartFrame(0), mEndFrame(-1), mPadRotation(true), mPadTransforms(false)
{
mFileName = StringTable->EmptyString();
mFilePath = StringTable->EmptyString();
mAnimationName = StringTable->EmptyString();
mBlendAnimAssetName = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
ShapeAnimationAsset::~ShapeAnimationAsset()
{
}
//-----------------------------------------------------------------------------
void ShapeAnimationAsset::initPersistFields()
{
docsURL;
// Call parent.
Parent::initPersistFields();
addProtectedField("animationFile", TypeAssetLooseFilePath, Offset(mFileName, ShapeAnimationAsset),
&setAnimationFile, &getAnimationFile, "Path to the file name containing the animation");
addField("animationName", TypeString, Offset(mAnimationName, ShapeAnimationAsset), "Name of the animation");
addField("isEmbedded", TypeBool, Offset(mIsEmbedded, ShapeAnimationAsset), "If true, this animation asset just referrs to an embedded animation of a regular shape mesh. If false, it is a self-contained animation file");
addField("isCyclic", TypeBool, Offset(mIsCyclical, ShapeAnimationAsset), "Is this animation looping?");
addField("isBlend", TypeBool, Offset(mIsBlend, ShapeAnimationAsset), "Is this animation blended with another?");
addField("blendRefAnimation", TypeString, Offset(mBlendAnimAssetName, ShapeAnimationAsset), "AssetID of the animation to reference for our blending");
addFieldV("blendFrame", TypeRangedS32, Offset(mBlendFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "Which frame of the reference animation do we use for our blending");
addFieldV("startFrame", TypeRangedS32, Offset(mStartFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "What frame does this animation clip start on");
addFieldV("endFrame", TypeRangedS32, Offset(mEndFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "What fram does this animation clip end on");
addField("padRotation", TypeBool, Offset(mPadRotation, ShapeAnimationAsset), "Are the rotation values padded");
addField("padTransforms", TypeBool, Offset(mPadTransforms, ShapeAnimationAsset), "Are the transform values padded");
}
//------------------------------------------------------------------------------
void ShapeAnimationAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void ShapeAnimationAsset::initializeAsset(void)
{
if (!mIsEmbedded)
{
//If we're not embedded, we need to load in our initial shape and do some prepwork
mFilePath = getOwned() ? expandAssetFilePath(mFileName) : mFilePath;
mSourceShape = ResourceManager::get().load(mFilePath);
if (!mSourceShape || !mSourceShape->addSequence("ambient", "", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
{
Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to do initial setup of the animation clip named %s for asset %s", mAnimationName, getAssetName());
return;
}
S32 sequenceId = mSourceShape->findSequence(mAnimationName);
if(mIsCyclical)
mSourceShape->sequences[sequenceId].flags |= TSShape::Cyclic;
else
mSourceShape->sequences[sequenceId].flags &= (~(TSShape::Cyclic));
}
}
void ShapeAnimationAsset::onAssetRefresh(void)
{
}
void ShapeAnimationAsset::setAnimationFile(const char* pAnimationFile)
{
// Sanity!
AssertFatal(pAnimationFile != NULL, "Cannot use a NULL animation file.");
// Fetch image file.
pAnimationFile = StringTable->insert(pAnimationFile, true);
// Ignore no change,
if (pAnimationFile == mFileName)
return;
// Update.
mFileName = getOwned() ? expandAssetFilePath(pAnimationFile) : pAnimationFile;
// Refresh the asset.
refreshAsset();
}
S32 ShapeAnimationAsset::getAnimationCount()
{
if (mSourceShape == nullptr)
return 0;
return mSourceShape->sequences.size();
}
DefineEngineMethod(ShapeAnimationAsset, getAnimationCount, S32, (), ,
"Gets the number of animations for this shape asset.\n"
"@return Animation count.\n")
{
return object->getAnimationCount();
}
DefineEngineMethod(ShapeAnimationAsset, getAnimationPath, const char*, (), ,
"Gets the Animation file path associated to this asset.")
{
return object->getAnimationPath();
}