Torque3D/Engine/source/T3D/assets/assetImporter.h

938 lines
32 KiB
C++

#pragma once
#include "assets/assetPtr.h"
#include "assets/assetManager.h"
#include "module/moduleManager.h"
#include "util/settings.h"
#include "gui/controls/guiTreeViewCtrl.h"
/// <summary>
/// AssetImportConfig is a SimObject derived object intended to act as a container for all the necessary configuration data when running the Asset Importer.
/// It dictates if and how any given asset type will be processed when running an import action. This is because the Asset Importer utilizes a lot of informed logic
/// to try and automate as much of the import process as possible. In theory, you would run the import on a given file, and based on your config the importer will do
/// everything from importing the designated file, as well as finding and importing any associated files such as images or materials, and prepping the objects at time
/// of import to avoid as much manual post-processing as possible.
/// </summary>
class AssetImportConfig : public SimObject
{
typedef SimObject Parent;
//General Settings
public:
/// <summary>
/// Duplicate Asset Auto-Resolution Action. Options are None, AutoPrune, AutoRename
/// </summary>
String DuplicateAutoResolution;
/// <summary>
/// Indicates if warnings should be treated as errors.
/// </summary>
bool WarningsAsErrors;
/// <summary>
/// Indicates if importing should be prevented from completing if any errors are detected at all
/// </summary>
bool PreventImportWithErrors;
/// <summary>
/// Should the importer automatically prompt to find missing files if they are not detected automatically by the importer
/// </summary>
bool AutomaticallyPromptMissingFiles;
//
/// <summary>
/// Should the importer add the folder name as a prefix to the assetName. Helps prevent name collisions.
/// </summary>
bool AddDirectoryPrefixToAssetName;
//
//
//Mesh Settings
/// <summary>
/// Indicates if this config supports importing meshes
/// </summary>
bool ImportMesh;
/// <summary>
/// When importing a shape, this indicates if it should automatically add a standard suffix onto the name
/// </summary>
bool AlwaysAddShapeSuffix;
/// <summary>
/// If AlwaysAddShapeSuffix is on, this is the suffix to be added
/// </summary>
String AddedShapeSuffix;
/// <summary>
/// Indicates if this config should override the per-format sis files with the config's specific settings
/// </summary>
bool UseManualShapeConfigRules;
/// <summary>
/// Indicates if the up axis in the model file should be overridden
/// </summary>
bool DoUpAxisOverride;
/// <summary>
/// If overriding, what axis should be used as up. Options are X_AXIS, Y_AXIS, Z_AXIS
/// </summary>
String UpAxisOverride;
/// <summary>
/// Indicates if the scale in the model file should be overridden
/// </summary>
bool DoScaleOverride;
/// <summary>
/// If overriding, what scale should be used
/// </summary>
F32 ScaleOverride;
/// <summary>
/// Indicates if scale of nodes should be ignored
/// </summary>
bool IgnoreNodeScale;
/// <summary>
/// Indicates if the center of the model file should be automatically recentered
/// </summary>
bool AdjustCenter;
/// <summary>
/// Indicates if the floor height of the model file should be automatically zero'd
/// </summary>
bool AdjustFloor;
/// <summary>
/// Indicates if submeshes should be collapsed down into a single main mesh
/// </summary>
bool CollapseSubmeshes;
/// <summary>
/// Indicates what LOD mode the model file should utilize to process out LODs. Options are TrailingNumber, DetectDTS, SingleSize
/// </summary>
String LODType;
//ImportAssetConfigSettingsList.addNewConfigSetting("TrailingNumber", "Trailing Number", "float", "", "2", "", "Mesh");
/// <summary>
/// A list of what nodes should be guaranteed to be imported if found in the model file. Separated by either , or ;
/// </summary>
String AlwaysImportedNodes;
/// <summary>
/// A list of what nodes should be guaranteed to not be imported if found in the model file. Separated by either , or ;
/// </summary>
String AlwaysIgnoreNodes;
/// <summary>
/// A list of what mesh objects should be guaranteed to be imported if found in the model file. Separated by either , or ;
/// </summary>
String AlwaysImportMeshes;
/// <summary>
/// A list of what mesh objects should be guaranteed to not be imported if found in the model file. Separated by either , or ;
/// </summary>
String AlwaysIgnoreMeshes;
//Assimp/Collada params
/// <summary>
/// Flag to indicate the shape loader should convert to a left-handed coordinate system
/// </summary>
bool convertLeftHanded;
/// <summary>
/// Should the shape loader calculate tangent space values
/// </summary>
bool calcTangentSpace;
/// <summary>
/// Should the shape loader automatically prune redundant/duplicate materials
/// </summary>
bool removeRedundantMats;
/// <summary>
/// Should the shape loader auto-generate UV Coordinates for the mesh.
/// </summary>
bool genUVCoords;
/// <summary>
/// Should the UV coordinates be transformed.
/// </summary>
bool TransformUVs;
/// <summary>
/// Should the UV coordinates be flipped
/// </summary>
bool flipUVCoords;
/// <summary>
/// Should the shape loader automatically look for instanced submeshes in the model file
/// </summary>
bool findInstances;
/// <summary>
/// Should the shape loader limit the bone weights
/// </summary>
bool limitBoneWeights;
/// <summary>
/// Should the shape loader automatically merge identical/duplicate verts
/// </summary>
bool JoinIdenticalVerts;
/// <summary>
/// Should the shape loader reverse the winding order of the mesh's face indicies
/// </summary>
bool reverseWindingOrder;
/// <summary>
/// Should the normals on the model be inverted
/// </summary>
bool invertNormals;
//
//
//Materials
/// <summary>
/// Does this config allow for importing of materials
/// </summary>
bool ImportMaterials;
/// <summary>
/// When importing a material, should it automatically attempt to merge Roughness, AO and Metalness maps into a single, composited PBR Configuration map
/// </summary>
bool CreateORMConfig;
/// <summary>
/// When creating a material on import, this indicates if it should automatically add a standard suffix onto the name
/// </summary>
bool AlwaysAddMaterialSuffix;
/// <summary>
/// If AlwaysAddMaterialSuffix is on, this is the suffix to be added
/// </summary>
String AddedMaterialSuffix;
/// <summary>
/// When generating a material off of an importing image, should the importer force appending a diffusemap suffix onto the end to avoid potential naming confusion.
/// e.g. MyCoolStuff.png is imported, generating MyCoolStuff material asset and MyCoolStuff_Diffuse image asset
/// </summary>
bool UseDiffuseSuffixOnOriginImage;
/// <summary>
/// Should the importer try and use existing material assets in the game directory if at all possible. (Not currently utilized)
/// </summary>
bool UseExistingMaterials;
/// <summary>
/// A list of material names that should not be imported. Separated by either , or ;
/// </summary>
String IgnoreMaterials;
/// <summary>
/// When processing a material asset, should the importer attempt to populate the various material maps on it by looking up common naming conventions for potentially relevent image files
/// e.g. If MyCoolStuff_Diffuse.png is imported, generating MyCoolStuff material, it would also find MyCoolStuff_Normal and MyCoolStuff_PBR images and map them to the normal and ORMConfig maps respectively automatically
/// </summary>
bool PopulateMaterialMaps;
//
//Animations
/// <summary>
/// Does this config allow for importing Shape Animations
/// </summary>
bool ImportAnimations;
/// <summary>
/// When importing a shape file, should the animations within be separated out into unique files
/// </summary>
bool SeparateAnimations;
/// <summary>
/// If separating animations out from a source file, what prefix should be added to the names for grouping association
/// </summary>
String SeparateAnimationPrefix;
/// <summary>
/// Defines the animation timing for the given animation sequence. Options are FrameTime, Seconds, Milliseconds
/// </summary>
String animTiming;
/// <summary>
/// The FPS of the animation sequence
/// </summary>
F32 animFPS;
//
//Collision
/// <summary>
/// Does this configuration generate collision geometry when importing. (Not currently enabled)
/// </summary>
bool GenerateCollisions;
/// <summary>
/// What sort of collision geometry is generated. (Not currently enabled)
/// </summary>
String GenCollisionType;
/// <summary>
/// What prefix is added to the collision geometry generated. (Not currently enabled)
/// </summary>
String CollisionMeshPrefix;
/// <summary>
/// Does this configuration generate Line of Sight collision geometry. (Not currently enabled)
/// </summary>
bool GenerateLOSCollisions;
/// <summary>
/// What sort of Line of Sight collision geometry is generated. (Not currently enabled)
/// </summary>
String GenLOSCollisionType;
/// <summary>
/// What prefix is added to the Line of Sight collision geometry generated. (Not currently enabled)
/// </summary>
String LOSCollisionMeshPrefix;
//
//Images
/// <summary>
/// Does this configuration support importing images.
/// </summary>
bool importImages;
/// <summary>
/// When importing an image, this indicates if it should automatically add a standard suffix onto the name
/// </summary>
bool AlwaysAddImageSuffix;
/// <summary>
/// If AlwaysAddImageSuffix is on, this is the suffix to be added
/// </summary>
String AddedImageSuffix;
/// <summary>
/// What is the default ImageType images are imported as. Options are: N/A, Diffuse, Normal, Metalness, Roughness, AO, ORMConfig, GUI, Cubemap
/// </summary>
String ImageType;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a diffuse map.
/// e.g. _Albedo or _Color
/// </summary>
String DiffuseTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a normal map.
/// e.g. _Normal or _Norm
/// </summary>
String NormalTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a metalness map.
/// e.g. _Metalness or _Metal
/// </summary>
String MetalnessTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a roughness map.
/// e.g. _roughness or _rough
/// </summary>
String RoughnessTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a smoothness map.
/// e.g. _smoothness or _smooth
/// </summary>
String SmoothnessTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a ambient occlusion map.
/// e.g. _ambient or _ao
/// </summary>
String AOTypeSuffixes;
/// <summary>
/// What type of suffixes are scanned to detect if an importing image is a ORMConfig map.
/// e.g. _Composite or _PBR
/// </summary>
String PBRTypeSuffixes;
/// <summary>
/// Indicates what filter mode images imported with this configuration utilizes. Options are Linear, Bilinear, Trilinear
/// </summary>
String TextureFilteringMode;
/// <summary>
/// Indicates if images imported with this configuration utilize mipmaps
/// </summary>
bool UseMips;
/// <summary>
/// Indicates if images imported with this configuration are in an HDR format
/// </summary>
bool IsHDR;
/// <summary>
/// Indicates what amount of scaling images imported with this configuration use
/// </summary>
F32 Scaling;
/// <summary>
/// Indicates if images imported with this configuration are compressed
/// </summary>
bool ImagesCompressed;
/// <summary>
/// Indicates if images imported with this configuration generate a parent material for it as well
/// </summary>
bool GenerateMaterialOnImport;
//
//Sounds
/// <summary>
/// Indicates if sounds are imported with this configuration
/// </summary>
bool importSounds;
/// <summary>
/// Indicates what amount the volume is adjusted on sounds imported with this configuration
/// </summary>
F32 VolumeAdjust;
/// <summary>
/// Indicates what amount the pitch is adjusted on sounds imported with this configuration
/// </summary>
F32 PitchAdjust;
/// <summary>
/// Indicates if sounds imported with this configuration are compressed
/// </summary>
bool SoundsCompressed;
public:
AssetImportConfig();
virtual ~AssetImportConfig();
virtual bool onAdd();
virtual void onRemove();
/// Engine.
static void initPersistFields();
/// <summary>
/// Loads a configuration from a Settings object
/// @param configSettings, The Settings object to load from
/// @param configName, The name of the configuration setting to load from the setting object
/// </summary>
void loadImportConfig(Settings* configSettings, String configName);
void CopyTo(AssetImportConfig* target) const;
/// Declare Console Object.
DECLARE_CONOBJECT(AssetImportConfig);
void loadSISFile(Torque::Path filePath);
};
/// <summary>
/// AssetImportConfig is a SimObject derived object that represents and holds information for an importing asset. They are generated and processed by the AssetImporter
/// </summary>
class AssetImportObject : public SimObject
{
typedef SimObject Parent;
public:
/// <summary>
/// What type is the importing asset
/// </summary>
String assetType;
/// <summary>
/// What is the source file path of the importing asset
/// </summary>
Torque::Path filePath;
/// <summary>
/// What is the source file path of the importing asset in string form
/// </summary>
StringTableEntry filePathString;
/// <summary>
/// What is the asset's name
/// </summary>
String assetName;
/// <summary>
/// What is the original, unmodified by processing, asset name
/// </summary>
String cleanAssetName;
/// <summary>
/// What is the name of the module this asset will be importing into
/// </summary>
String moduleName;
/// <summary>
/// What is the current status of this asset item in it's import process
/// </summary>
String status;
/// <summary>
/// If there is a warning or error status, what type is the condition for this asset item
/// </summary>
String statusType;
/// <summary>
/// What is the articulated information of the status of the asset. Contains the error or warning log data.
/// </summary>
String statusInfo;
/// <summary>
/// Is the asset item currently flagged as dirty
/// </summary>
bool dirty;
enum
{
NotProcessed=0,
Processed,
Skipped,
UseForDependencies,
Error,
Imported
};
/// <summary>
/// Is this asset item marked to be skipped. If it is, it's usually due to being marked as deleted
/// </summary>
U32 importStatus;
/// <summary>
/// Is this specific asset item generated as part of the import process of another item
/// </summary>
bool generatedAsset;
/// <summary>
/// What, if any, importing asset item is this item's parent
/// </summary>
AssetImportObject* parentAssetItem;
/// <summary>
/// What, if any, importing asset item are children of this item
/// </summary>
Vector< AssetImportObject*> childAssetItems;
/// <summary>
/// What is the ultimate asset taml file path for this import item
/// </summary>
String tamlFilePath;
//
/// <summary>
/// Specific to ImageAsset type
/// What is the image asset's suffix type. Options are: Albedo, Normal, Roughness, AO, Metalness, ORMConfig
/// </summary>
String imageSuffixType;
//
/// <summary>
/// Specific to ShapeAsset type
/// Processed information about the shape file. Contains numbers and lists of meshes, materials and animations
/// </summary>
GuiTreeViewCtrl* shapeInfo;
//
/// <summary>
/// A string that can hold a hint string to help the auto-import ensure the correct asset subtype is assigned.
/// e.g. "GUI" would inform an image asset being imported that it should be flagged as a GUI image type
/// </summary>
String typeHint;
public:
AssetImportObject();
virtual ~AssetImportObject();
virtual bool onAdd();
virtual void onRemove();
/// Engine.
static void initPersistFields();
/// Declare Console Object.
DECLARE_CONOBJECT(AssetImportObject);
static bool _setFilePath(void* obj, const char* index, const char* data);
void setFilePath(StringTableEntry pFilePath);
bool operator == (const AssetImportObject& o) const
{
return o.getId() == this->getId();
}
bool canImport() {
return (importStatus == AssetImportObject::Processed);
}
};
/// <summary>
/// AssetImporter is a SimObject derived object that processed and imports files and turns them into assets if they are of valid types.
/// Utilizes an AssetImportConfig to inform the importing process's behavior.
/// </summary>
class AssetImporter : public SimObject
{
typedef SimObject Parent;
/// <summary>
/// The import configuration that is currently being utilized
/// </summary>
AssetImportConfig* activeImportConfig;
/// <summary>
/// A log of all the actions that have been performed by the importer
/// </summary>
Vector<String> activityLog;
/// <summary>
/// A list of AssetImportObjects that are to be imported
/// </summary>
Vector<AssetImportObject*> importingAssets;
/// <summary>
/// A list of file paths that are to be imported. These are only used for resetting purposes;
/// </summary>
Vector<Torque::Path> originalImportingFiles;
/// <summary>
/// The Id of the module the assets are to be imported into
/// </summary>
String targetModuleId;
/// <summary>
/// The path any imported assets are placed in as their destination
/// </summary>
String targetPath;
/// <summary>
/// Are there any issues with any of the current import asset items
/// </summary>
bool importIssues;
/// <summary>
/// Is this import action a reimport of an existing asset
/// </summary>
bool isReimport;
/// <summary>
/// Has the heirarchy of asset import items changed due to processing
/// </summary>
bool assetHeirarchyChanged;
/// <summary>
/// A string used for writing into the importLog
/// </summary>
char importLogBuffer[1024];
/// <summary>
/// only used for passing up the result of an import action for a script-side handled type
/// </summary>
String finalImportedAssetPath;
public:
AssetImporter();
virtual ~AssetImporter();
virtual bool onAdd();
virtual void onRemove();
/// Engine.
static void initPersistFields();
/// Declare Console Object.
DECLARE_CONOBJECT(AssetImporter);
/// <summary>
/// Sets the target path for the assets being imported to be deposited into
/// <para>@param pTargetPath, The filePath of the destination point assets are imported into</para>
/// </summary>
void setTargetPath(Torque::Path pTargetPath) { targetPath = pTargetPath; }
/// <summary>
/// Processes a file into an AssetImportObject and adds it to the session for importing
/// <para>@param filePath, The filePath of the file to be imported in as an asset</para>
/// <para>@return AssetImportObject that was created</para>
/// </summary>
AssetImportObject* addImportingFile(Torque::Path filePath);
/// <summary>
/// Adds an existing AssetImportObject to our import session. Generally this would be created in a script somewhere
/// <para>@param assetItem, The asset item to be added to the import session</para>
/// <para>@param parentItem (Optional), The asset item that will be the parent of the assetItem being added</para>
/// </summary>
void addImportingAssetItem(AssetImportObject* assetItem, AssetImportObject* parentItem);
/// <summary>
/// Adds an importing asset to the current session
/// <para>@param assetType, Type of the asset being imported</para>
/// <para>@param filePath, path of the file to be imported</para>
/// <para>@param parentItem, AssetImportObject that the new item is a child of. null if no parent</para>
/// <para>@param assetNameOverride, If not blank, will be the new item's assetName instead of being created off of the filePath</para>
/// <para>@return AssetImportObject that was created</para>
/// </summary>
AssetImportObject* addImportingAsset(String assetType, Torque::Path filePath, AssetImportObject* parentItem, String assetNameOverride);
/// <summary>
/// Deletes the asset item from the import session. Affects the item's children as well
/// <para>@param assetItem, asset item to be marked as deleted</para>
/// </summary>
void deleteImportingAsset(AssetImportObject* assetItem);
/// <summary>
/// Finds an asset item in the session if it exists, by name
/// <para>@param assetName, Asset name to find</para>
/// <para>@param assetItem, if null, will loop over and recurse the main import asset items, if a specific AssetImportObject is passed in, it will recurse it's children</para>
/// <para>@return AssetImportObject that was found</para>
/// </summary>
AssetImportObject* findImportingAssetByName(String assetName, AssetImportObject* assetItem = nullptr);
/// <summary>
/// Finds the module associated with a given file path
/// <para>@param filePath, File path to parse the the module from</para>
/// <para>@return ModuleDefinition that was found</para>
/// </summary>
static ModuleDefinition* getModuleFromPath(Torque::Path filePath);
/// <summary>
/// Parses an asset's name to try and find if any of the import config's suffix lists match to it
/// <para>@param assetName, Asset name to parse any image suffix out of</para>
/// <para>@param suffixType, output, The suffix type that was matched to the asset name</para>
/// <para>@return suffix that matched to the asset name</para>
/// </summary>
String parseImageSuffixes(String assetName, String* suffixType);
/// <summary>
/// Parses a file path to determine its asset type
/// <para>@param filePath, File path to parse</para>
/// <para>@return The asset type as a string</para>
/// </summary>
String getAssetTypeByFile(Torque::Path filePath);
/// <summary>
/// Resets the import session to a clean slate. This will clear all existing AssetImportObjects and the activity log
/// and then re-process the original filePaths again.
/// <para>@param hardClearSession, Defaults to false. If true, will also clear the original filePaths</para>
/// </summary>
void resetImportSession(bool hardClearSession = false);
/// <summary>
/// Get the number of lines in the activity log
/// <para>@return Line count as S32</para>
/// </summary>
S32 getActivityLogLineCount();
/// <summary>
/// Gets the log line at a given index
/// <para>@param line, line in the log to get</para>
/// <para>@return The log line as a string</para>
/// </summary>
String getActivityLogLine(U32 line);
/// <summary>
/// Dumps the entire current activity log to the console.
/// </summary>
void dumpActivityLog();
/// <summary>
/// Gets the number of top-level asset items in the current import session(doesn't count children)
/// <para>@return Number of children</para>
/// </summary>
S32 getAssetItemCount();
/// <summary>
/// Get the top-level asset item in the current import session at the requested index
/// <para>@param index, The index of the item array to get</para>
/// <para>@return The AssetImportObject at the index</para>
/// </summary>
AssetImportObject* getAssetItem(U32 index);
/// <summary>
/// Gets the number of child asset items of a given AssetImportObject
/// <para>@param assetItem, The AssetImportObject to get the number of child items for</para>
/// <para>@return Number of children</para>
/// </summary>
S32 getAssetItemChildCount(AssetImportObject* assetItem);
/// <summary>
/// Get the child asset item of a specific AssetImportObject at the requested index
/// <para>@param assetItem, The AssetImportObject to get the number of child items for</para>
/// <para>@param index, The index of the child item array to get</para>
/// <para>@return The AssetImportObject at the index</para>
/// </summary>
AssetImportObject* getAssetItemChild(AssetImportObject* assetItem, U32 index);
/// <summary>
/// Process AssetImportObject's to prepare them for importing.
/// <para>@param assetItem, If null, will loop over the top-level asset items list, if a specific item is provided, will process it's children</para>
/// </summary>
void processImportAssets(AssetImportObject* assetItem = nullptr);
/// <summary>
/// Process a specific AssetImportObject that is an ImageAsset type to prepare it for importing
/// <para>@param assetItem, The AssetImportObject to process</para>
/// </summary>
void processImageAsset(AssetImportObject* assetItem);
/// <summary>
/// Process a specific AssetImportObject that is an MaterialAsset type to prepare it for importing
/// <para>@param assetItem, The AssetImportObject to process</para>
/// </summary>
void processMaterialAsset(AssetImportObject* assetItem);
/// <summary>
/// Process a specific AssetImportObject that is an ShapeAsset type to prepare it for importing
/// <para>@param assetItem, The AssetImportObject to process</para>
/// </summary>
void processShapeAsset(AssetImportObject* assetItem);
/// <summary>
/// Process a specific ShapeAsset AssetImportObject with a material id in order to parse and handle the materials listed in the shape file
/// <para>@param assetItem, The AssetImportObject to process</para>
/// <para>@param materialItemId, The materialItemId in the shapeInfo to process</para>
/// </summary>
void processShapeMaterialInfo(AssetImportObject* assetItem, S32 materialItemId);
/// <summary>
/// Process a specific AssetImportObject that is an SoundAsset type to prepare it for importing
/// <para>@param assetItem, The AssetImportObject to process</para>
/// </summary>
void processSoundAsset(AssetImportObject* assetItem);
/// <summary>
/// Run through and validate assets for issues, such as name collisions
/// </summary>
bool validateAssets();
/// <summary>
/// Validate a specific asset item
/// <para>@param assetItem, The AssetImportObject to validate</para>
/// </summary>
void validateAsset(AssetImportObject* assetItem);
/// <summary>
/// Reset the validation status of asset items
/// <para>@param assetItem, If null, will loop over the top-level asset items list, if a specific item is provided, will reset it's children</para>
/// </summary>
void resetAssetValidationStatus(AssetImportObject* assetItem = nullptr);
/// <summary>
/// Checks asset items for any collisions in the current import session
/// <para>@param assetItemToCheckFor, The asset to check for collisions with</para>
/// <para>@param assetItem, if null, will loop over and recurse the main import asset items, if a specific AssetImportObject is passed in, it will recurse it's children</para>
/// <para>@return If a collision was detected</para>
/// </summary>
bool checkAssetForCollision(AssetImportObject* assetItemToCheckFor, AssetImportObject* assetItem = nullptr);
/// <summary>
/// Attempts to automatically resolve import issues according to the import config settings
/// <para>@param assetItem, The AssetImportObject to resolve</para>
/// </summary>
void resolveAssetItemIssues(AssetImportObject* assetItem);
/// <summary>
/// Runs the import process on a single file in-place. Intended primarily for autoimporting a loose file that's in the game directory.
/// <para>@param filePath, The filePath of the file to be imported in as an asset</para>
/// <para>@param typeHint, Optional. A string that provides a hint of the intended asset type. Such as an image being intended for GUI use.</para>
/// <para>@return AssetId of the asset that was imported. If import failed, it will be empty.</para>
/// </summary>
StringTableEntry autoImportFile(Torque::Path filePath, String typeHint);
/// <summary>
/// Runs the import process in the current session
/// <para>@param assetItem, if null, will loop over and recurse the main import asset items, if a specific AssetImportObject is passed in, it will recurse it's children</para>
/// </summary>
void importAssets(AssetImportObject* assetItem = nullptr);
/// <summary>
/// Runs the import processing on a specific ImageAsset item
/// <para>@param assetItem, The asset item to import</para>
/// <para>@return TAML File path of the new asset that was imported. If import failed, it will be empty.</para>
/// </summary>
Torque::Path importImageAsset(AssetImportObject* assetItem);
/// <summary>
/// Runs the import processing on a specific MaterialAsset item
/// <para>@param assetItem, The asset item to import</para>
/// <para>@return TAML File path of the new asset that was imported. If import failed, it will be empty.</para>
/// </summary>
Torque::Path importMaterialAsset(AssetImportObject* assetItem);
/// <summary>
/// Runs the import processing on a specific ShapeAsset item
/// <para>@param assetItem, The asset item to import</para>
/// <para>@return TAML File path of the new asset that was imported. If import failed, it will be empty.</para>
/// </summary>
Torque::Path importShapeAsset(AssetImportObject* assetItem);
/// <summary>
/// Runs the import processing on a specific SoundAsset item
/// <para>@param assetItem, The asset item to import</para>
/// <para>@return TAML File path of the new asset that was imported. If import failed, it will be empty.</para>
/// </summary>
Torque::Path importSoundAsset(AssetImportObject* assetItem);
/// <summary>
/// Runs the import processing on a specific ShapeAnimationAsset item
/// <para>@param assetItem, The asset item to import</para>
/// <para>@return TAML File path of the new asset that was imported. If import failed, it will be empty.</para>
/// </summary>
Torque::Path importShapeAnimationAsset(AssetImportObject* assetItem);
//
/// <summary>
/// Gets the currently active import configuration
/// <para>@return Current AssetImportConfig the importer is using</para>
/// </summary>
AssetImportConfig* getImportConfig() { return activeImportConfig; }
void setImportConfig(AssetImportConfig* importConfig) {
if(importConfig != nullptr)
activeImportConfig = importConfig;
}
/// <summary>
/// Resets the active import config to whatever the default is. Either a clean slate if one isn't defined
/// or loading one if defined via the editor config
/// </summary>
void resetImportConfig();
//
static String getTrueFilename(const String& fileName);
//
/// <summary>
/// </summary>
static inline String findImagePath(const String &testPath)
{
String imagePath;
if (Platform::isFile(testPath + String(".jpg")))
imagePath = testPath + String(".jpg");
else if (Platform::isFile(testPath + String(".png")))
imagePath = testPath + String(".png");
else if (Platform::isFile(testPath + String(".dds")))
imagePath = testPath + String(".dds");
else if (Platform::isFile(testPath + String(".tif")))
imagePath = testPath + String(".tif");
if(imagePath.isNotEmpty())
//This ensures case-correct for the filename
imagePath = getTrueFilename(imagePath);
return imagePath;
}
//
void setTargetModuleId(const String& moduleId) { targetModuleId = moduleId; }
const String& getTargetModuleId() { return targetModuleId; }
};