mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
445 lines
14 KiB
C++
445 lines
14 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 _SHAPE_ASSET_H_
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#include "ShapeAsset.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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#include "core/resourceManager.h"
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// Debug Profiling.
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#include "platform/profiler.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ShapeAsset);
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ConsoleType(assetIdString, TypeShapeAssetPtr, String, ASSET_ID_FIELD_PREFIX)
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//-----------------------------------------------------------------------------
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ConsoleGetType(TypeShapeAssetPtr)
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{
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// Fetch asset Id.
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//return *((StringTableEntry*)dptr);
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return (*((AssetPtr<ShapeAsset>*)dptr)).getAssetId();
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}
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//-----------------------------------------------------------------------------
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ConsoleSetType(TypeShapeAssetPtr)
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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* pFieldValue = argv[0];
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// Fetch asset Id.
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StringTableEntry* assetId = (StringTableEntry*)(dptr);
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// Update asset value.
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*assetId = StringTable->insert(pFieldValue);
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return;
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}
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// Warn.
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Con::warnf("(TypeAssetId) - Cannot set multiple args to a single asset.");
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}
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//-----------------------------------------------------------------------------
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ShapeAsset::ShapeAsset()
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{
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mFileName = StringTable->EmptyString();
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mConstructorFileName = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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ShapeAsset::~ShapeAsset()
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{
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}
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//-----------------------------------------------------------------------------
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void ShapeAsset::initPersistFields()
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{
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// Call parent.
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Parent::initPersistFields();
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addProtectedField("fileName", TypeAssetLooseFilePath, Offset(mFileName, ShapeAsset),
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&setShapeFile, &getShapeFile, "Path to the shape file we want to render");
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addProtectedField("constuctorFileName", TypeAssetLooseFilePath, Offset(mConstructorFileName, ShapeAsset),
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&setShapeConstructorFile, &getShapeConstructorFile, "Path to the shape file we want to render");
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}
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void ShapeAsset::setDataField(StringTableEntry slotName, const char *array, const char *value)
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{
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Parent::setDataField(slotName, array, value);
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//Now, if it's a material slot of some fashion, set it up
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StringTableEntry matSlotName = StringTable->insert("materialAsset");
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if (String(slotName).startsWith(matSlotName))
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{
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StringTableEntry matId = StringTable->insert(value);
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mMaterialAssetIds.push_back(matId);
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}
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}
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void ShapeAsset::initializeAsset()
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{
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// Call parent.
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Parent::initializeAsset();
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if (mFileName == StringTable->EmptyString())
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return;
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ResourceManager::get().getChangedSignal().notify(this, &ShapeAsset::_onResourceChanged);
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//Ensure our path is expando'd if it isn't already
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if (!Platform::isFullPath(mFileName))
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mFileName = getOwned() ? expandAssetFilePath(mFileName) : mFileName;
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mConstructorFileName = expandAssetFilePath(mConstructorFileName);
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loadShape();
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}
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void ShapeAsset::setShapeFile(const char* pShapeFile)
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{
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// Sanity!
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AssertFatal(pShapeFile != NULL, "Cannot use a NULL shape file.");
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// Fetch image file.
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pShapeFile = StringTable->insert(pShapeFile);
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// Ignore no change,
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if (pShapeFile == mFileName)
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return;
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mFileName = pShapeFile;
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// Refresh the asset.
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refreshAsset();
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}
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void ShapeAsset::setShapeConstructorFile(const char* pShapeConstructorFile)
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{
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// Sanity!
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AssertFatal(pShapeConstructorFile != NULL, "Cannot use a NULL shape constructor file.");
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// Fetch image file.
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pShapeConstructorFile = StringTable->insert(pShapeConstructorFile);
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// Ignore no change,
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if (pShapeConstructorFile == mConstructorFileName)
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return;
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mConstructorFileName = pShapeConstructorFile;
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// Refresh the asset.
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refreshAsset();
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}
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void ShapeAsset::_onResourceChanged(const Torque::Path &path)
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{
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if (path != Torque::Path(mFileName) )
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return;
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refreshAsset();
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loadShape();
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}
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bool ShapeAsset::loadShape()
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{
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mMaterialAssets.clear();
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mMaterialAssetIds.clear();
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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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StringTableEntry assetType = mpOwningAssetManager->getAssetType(assetDependenciesItr->value);
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if (assetType == StringTable->insert("MaterialAsset"))
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{
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mMaterialAssetIds.push_front(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<MaterialAsset> matAsset = assetDependenciesItr->value;
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mMaterialAssets.push_front(matAsset);
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}
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else if (assetType == StringTable->insert("ShapeAnimationAsset"))
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{
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mAnimationAssetIds.push_back(assetDependenciesItr->value);
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//Force the asset to become initialized if it hasn't been already
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AssetPtr<ShapeAnimationAsset> animAsset = assetDependenciesItr->value;
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mAnimationAssets.push_back(animAsset);
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}
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// Next dependency.
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assetDependenciesItr++;
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}
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}
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mShape = ResourceManager::get().load(mFileName);
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if (!mShape)
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{
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Con::errorf("StaticMesh::updateShape : failed to load shape file!");
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return false; //if it failed to load, bail out
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}
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bool hasBlends = false;
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//Now that we've successfully loaded our shape and have any materials and animations loaded
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//we need to set up the animations we're using on our shape
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for (S32 i = mAnimationAssets.size()-1; i >= 0; --i)
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{
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String srcName = mAnimationAssets[i]->getAnimationName();
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String srcPath(mAnimationAssets[i]->getAnimationFilename());
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//SplitSequencePathAndName(srcPath, srcName);
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if (!mShape->addSequence(srcPath, srcName, srcName,
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mAnimationAssets[i]->getStartFrame(), mAnimationAssets[i]->getEndFrame(), mAnimationAssets[i]->getPadRotation(), mAnimationAssets[i]->getPadTransforms()))
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return false;
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if (mAnimationAssets[i]->isBlend())
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hasBlends = true;
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}
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//if any of our animations are blends, set those up now
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if (hasBlends)
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{
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for (U32 i=0; i < mAnimationAssets.size(); ++i)
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{
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if (mAnimationAssets[i]->isBlend() && mAnimationAssets[i]->getBlendAnimationName() != StringTable->EmptyString())
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{
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//gotta do a bit of logic here.
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//First, we need to make sure the anim asset we depend on for our blend is loaded
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AssetPtr<ShapeAnimationAsset> blendAnimAsset = mAnimationAssets[i]->getBlendAnimationName();
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if (blendAnimAsset.isNull())
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{
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Con::errorf("ShapeAsset::initializeAsset - Unable to acquire reference animation asset %s for asset %s to blend!", mAnimationAssets[i]->getBlendAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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String refAnimName = blendAnimAsset->getAnimationName();
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if (!mShape->setSequenceBlend(mAnimationAssets[i]->getAnimationName(), true, blendAnimAsset->getAnimationName(), mAnimationAssets[i]->getBlendFrame()))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to set animation clip %s for asset %s to blend!", mAnimationAssets[i]->getAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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}
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}
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}
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onShapeChanged.trigger(this);
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return true;
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}
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//------------------------------------------------------------------------------
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void ShapeAsset::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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void ShapeAsset::onAssetRefresh(void)
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{
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if (mFileName == StringTable->EmptyString())
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return;
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// Update.
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if(!Platform::isFullPath(mFileName))
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mFileName = getOwned() ? expandAssetFilePath(mFileName) : mFileName;
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loadShape();
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}
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void ShapeAsset::SplitSequencePathAndName(String& srcPath, String& srcName)
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{
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srcName = "";
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// Determine if there is a sequence name at the end of the source string, and
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// if so, split the filename from the sequence name
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S32 split = srcPath.find(' ', 0, String::Right);
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S32 split2 = srcPath.find('\t', 0, String::Right);
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if ((split == String::NPos) || (split2 > split))
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split = split2;
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if (split != String::NPos)
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{
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split2 = split + 1;
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while ((srcPath[split2] != '\0') && dIsspace(srcPath[split2]))
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split2++;
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// now 'split' is at the end of the path, and 'split2' is at the start of the sequence name
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srcName = srcPath.substr(split2);
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srcPath = srcPath.erase(split, srcPath.length() - split);
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}
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}
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ShapeAnimationAsset* ShapeAsset::getAnimation(S32 index)
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{
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if (index < mAnimationAssets.size())
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{
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return mAnimationAssets[index];
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}
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return nullptr;
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}
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DefineEngineMethod(ShapeAsset, getMaterialCount, S32, (), ,
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"Gets the number of materials for this shape asset.\n"
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"@return Material count.\n")
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{
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return object->getMaterialCount();
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}
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DefineEngineMethod(ShapeAsset, getAnimationCount, S32, (), ,
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"Gets the number of animations for this shape asset.\n"
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"@return Animation count.\n")
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{
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return object->getAnimationCount();
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}
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DefineEngineMethod(ShapeAsset, getAnimation, ShapeAnimationAsset*, (S32 index), (0),
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"Gets a particular shape animation asset for this shape.\n"
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"@param animation asset index.\n"
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"@return Shape Animation Asset.\n")
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{
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return object->getAnimation(index);
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}
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//-----------------------------------------------------------------------------
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// GuiInspectorTypeAssetId
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiInspectorTypeShapeAssetPtr);
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ConsoleDocClass(GuiInspectorTypeShapeAssetPtr,
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"@brief Inspector field type for Shapes\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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void GuiInspectorTypeShapeAssetPtr::consoleInit()
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{
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Parent::consoleInit();
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ConsoleBaseType::getType(TypeShapeAssetPtr)->setInspectorFieldType("GuiInspectorTypeShapeAssetPtr");
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}
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GuiControl* GuiInspectorTypeShapeAssetPtr::constructEditControl()
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{
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// Create base filename edit controls
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GuiControl *retCtrl = Parent::constructEditControl();
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if (retCtrl == NULL)
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return retCtrl;
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// Change filespec
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char szBuffer[512];
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dSprintf(szBuffer, sizeof(szBuffer), "AssetBrowser.showDialog(\"ShapeAsset\", \"AssetBrowser.changeAsset\", %s, %s);",
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mInspector->getInspectObject()->getIdString(), mCaption);
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mBrowseButton->setField("Command", szBuffer);
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const char* id = mInspector->getInspectObject()->getIdString();
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setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
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// Create "Open in ShapeEditor" button
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mShapeEdButton = new GuiBitmapButtonCtrl();
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dSprintf(szBuffer, sizeof(szBuffer), "ShapeEditorPlugin.openShapeAsset(%d.getText());", retCtrl->getId());
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mShapeEdButton->setField("Command", szBuffer);
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char bitmapName[512] = "tools/worldEditor/images/toolbar/shape-editor";
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mShapeEdButton->setBitmap(bitmapName);
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mShapeEdButton->setDataField(StringTable->insert("Profile"), NULL, "GuiButtonProfile");
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mShapeEdButton->setDataField(StringTable->insert("tooltipprofile"), NULL, "GuiToolTipProfile");
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mShapeEdButton->setDataField(StringTable->insert("hovertime"), NULL, "1000");
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mShapeEdButton->setDataField(StringTable->insert("tooltip"), NULL, "Open this file in the Shape Editor");
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mShapeEdButton->registerObject();
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addObject(mShapeEdButton);
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return retCtrl;
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}
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bool GuiInspectorTypeShapeAssetPtr::updateRects()
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{
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S32 dividerPos, dividerMargin;
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mInspector->getDivider(dividerPos, dividerMargin);
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Point2I fieldExtent = getExtent();
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Point2I fieldPos = getPosition();
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mCaptionRect.set(0, 0, fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
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mEditCtrlRect.set(fieldExtent.x - dividerPos + dividerMargin, 1, dividerPos - dividerMargin - 34, fieldExtent.y);
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bool resized = mEdit->resize(mEditCtrlRect.point, mEditCtrlRect.extent);
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if (mBrowseButton != NULL)
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{
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mBrowseRect.set(fieldExtent.x - 32, 2, 14, fieldExtent.y - 4);
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resized |= mBrowseButton->resize(mBrowseRect.point, mBrowseRect.extent);
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}
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if (mShapeEdButton != NULL)
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{
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RectI shapeEdRect(fieldExtent.x - 16, 2, 14, fieldExtent.y - 4);
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resized |= mShapeEdButton->resize(shapeEdRect.point, shapeEdRect.extent);
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}
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return resized;
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}
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