LevelAsset.cpp 12 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef LEVEL_ASSET_H
  23. #include "LevelAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(LevelAsset);
  41. ConsoleType(LevelAssetPtr, TypeLevelAssetPtr, const char*, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeLevelAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return *((const char**)(dptr));
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeLevelAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. *((const char**)dptr) = StringTable->insert(argv[0]);
  56. return;
  57. }
  58. // Warn.
  59. Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
  60. }
  61. //-----------------------------------------------------------------------------
  62. LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
  63. {
  64. mLevelName = StringTable->EmptyString();
  65. mLevelFile = StringTable->EmptyString();
  66. mPostFXPresetFile = StringTable->EmptyString();
  67. mDecalsFile = StringTable->EmptyString();
  68. mForestFile = StringTable->EmptyString();
  69. mNavmeshFile = StringTable->EmptyString();
  70. mLevelPath = StringTable->EmptyString();
  71. mPostFXPresetPath = StringTable->EmptyString();
  72. mDecalsPath = StringTable->EmptyString();
  73. mForestPath = StringTable->EmptyString();
  74. mNavmeshPath = StringTable->EmptyString();
  75. mGamemodeName = StringTable->EmptyString();
  76. mMainLevelAsset = StringTable->EmptyString();
  77. mEditorFile = StringTable->EmptyString();
  78. mBakedSceneFile = StringTable->EmptyString();
  79. mPreviewImageAssetId = StringTable->EmptyString();
  80. mPreviewImageAsset = StringTable->EmptyString();
  81. }
  82. //-----------------------------------------------------------------------------
  83. LevelAsset::~LevelAsset()
  84. {
  85. }
  86. //-----------------------------------------------------------------------------
  87. void LevelAsset::initPersistFields()
  88. {
  89. // Call parent.
  90. Parent::initPersistFields();
  91. addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
  92. &setLevelFile, &getLevelFile, "Path to the actual level file.");
  93. addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
  94. addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
  95. &setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
  96. addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
  97. &setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
  98. addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
  99. &setForestFile, &getForestFile, "Path to the Forest cache file.");
  100. addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
  101. &setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
  102. addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
  103. &setEditorFile, &getEditorFile, "Path to the level file with objects that were removed as part of the baking process. Loaded when the editor is loaded for ease of editing.");
  104. addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
  105. &setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
  106. addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
  107. addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
  108. }
  109. //------------------------------------------------------------------------------
  110. void LevelAsset::copyTo(SimObject* object)
  111. {
  112. // Call to parent.
  113. Parent::copyTo(object);
  114. }
  115. //
  116. void LevelAsset::initializeAsset()
  117. {
  118. // Call parent.
  119. Parent::initializeAsset();
  120. loadAsset();
  121. }
  122. void LevelAsset::onAssetRefresh(void)
  123. {
  124. loadAsset();
  125. }
  126. void LevelAsset::loadAsset()
  127. {
  128. // Ensure the image-file is expanded.
  129. mLevelPath = getOwned() ? expandAssetFilePath(mLevelFile) : mLevelPath;
  130. mPostFXPresetPath = getOwned() ? expandAssetFilePath(mPostFXPresetFile) : mPostFXPresetPath;
  131. mDecalsPath = getOwned() ? expandAssetFilePath(mDecalsFile) : mDecalsPath;
  132. mForestPath = getOwned() ? expandAssetFilePath(mForestFile) : mForestPath;
  133. mNavmeshPath = getOwned() ? expandAssetFilePath(mNavmeshFile) : mNavmeshPath;
  134. StringTableEntry previewImageAssetId = getAssetDependencyField("previewImageAsset");
  135. if (previewImageAssetId != StringTable->EmptyString())
  136. {
  137. mPreviewImageAssetId = previewImageAssetId;
  138. mPreviewImageAsset = mPreviewImageAssetId;
  139. }
  140. }
  141. //
  142. void LevelAsset::setLevelFile(const char* pLevelFile)
  143. {
  144. // Sanity!
  145. AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
  146. // Fetch image file.
  147. pLevelFile = StringTable->insert(pLevelFile, true);
  148. // Ignore no change,
  149. if (pLevelFile == mLevelFile)
  150. return;
  151. // Update.
  152. mLevelFile = getOwned() ? expandAssetFilePath(pLevelFile) : pLevelFile;
  153. // Refresh the asset.
  154. refreshAsset();
  155. }
  156. StringTableEntry LevelAsset::getPreviewImageAsset() const
  157. {
  158. return mPreviewImageAssetId;
  159. }
  160. StringTableEntry LevelAsset::getPreviewImagePath(void) const
  161. {
  162. if (mPreviewImageAsset.notNull() && mPreviewImageAsset->isAssetValid())
  163. {
  164. return mPreviewImageAsset->getImagePath();
  165. }
  166. return StringTable->EmptyString();
  167. }
  168. void LevelAsset::setEditorFile(const char* pEditorFile)
  169. {
  170. // Sanity!
  171. AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
  172. // Fetch image file.
  173. pEditorFile = StringTable->insert(pEditorFile, true);
  174. // Ignore no change,
  175. if (pEditorFile == mEditorFile)
  176. return;
  177. // Update.
  178. mEditorFile = getOwned() ? expandAssetFilePath(pEditorFile) : pEditorFile;
  179. // Refresh the asset.
  180. refreshAsset();
  181. }
  182. void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
  183. {
  184. // Sanity!
  185. AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
  186. // Fetch image file.
  187. pBakedSceneFile = StringTable->insert(pBakedSceneFile, true);
  188. // Ignore no change,
  189. if (pBakedSceneFile == mBakedSceneFile)
  190. return;
  191. // Update.
  192. mBakedSceneFile = getOwned() ? expandAssetFilePath(pBakedSceneFile) : pBakedSceneFile;
  193. // Refresh the asset.
  194. refreshAsset();
  195. }
  196. void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
  197. {
  198. // Sanity!
  199. AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
  200. // Fetch file.
  201. pPostFXPresetFile = StringTable->insert(pPostFXPresetFile, true);
  202. // Ignore no change,
  203. if (pPostFXPresetFile == mPostFXPresetFile)
  204. return;
  205. // Update.
  206. mPostFXPresetFile = getOwned() ? expandAssetFilePath(pPostFXPresetFile) : pPostFXPresetFile;
  207. // Refresh the asset.
  208. refreshAsset();
  209. }
  210. void LevelAsset::setDecalsFile(const char* pDecalsFile)
  211. {
  212. // Sanity!
  213. AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
  214. // Fetch file.
  215. pDecalsFile = StringTable->insert(pDecalsFile, true);
  216. // Ignore no change,
  217. if (pDecalsFile == mDecalsFile)
  218. return;
  219. // Update.
  220. mDecalsFile = getOwned() ? expandAssetFilePath(pDecalsFile) : pDecalsFile;
  221. // Refresh the asset.
  222. refreshAsset();
  223. }
  224. void LevelAsset::setForestFile(const char* pForestFile)
  225. {
  226. // Sanity!
  227. AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
  228. // Fetch file.
  229. pForestFile = StringTable->insert(pForestFile, true);
  230. // Ignore no change,
  231. if (pForestFile == mForestFile)
  232. return;
  233. // Update.
  234. mForestFile = getOwned() ? expandAssetFilePath(pForestFile) : pForestFile;
  235. // Refresh the asset.
  236. refreshAsset();
  237. }
  238. void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
  239. {
  240. // Sanity!
  241. AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
  242. // Fetch file.
  243. pNavmeshFile = StringTable->insert(pNavmeshFile, true);
  244. // Ignore no change,
  245. if (pNavmeshFile == mNavmeshFile)
  246. return;
  247. // Update.
  248. mNavmeshFile = getOwned() ? expandAssetFilePath(pNavmeshFile) : pNavmeshFile;
  249. // Refresh the asset.
  250. refreshAsset();
  251. }
  252. void LevelAsset::loadDependencies()
  253. {
  254. //First, load any material, animation, etc assets we may be referencing in our asset
  255. // Find any asset dependencies.
  256. AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
  257. // Does the asset have any dependencies?
  258. if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
  259. {
  260. // Iterate all dependencies.
  261. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
  262. {
  263. //Force it to be loaded by acquiring it
  264. StringTableEntry assetId = assetDependenciesItr->value;
  265. mAssetDependencies.push_back(AssetDatabase.acquireAsset<AssetBase>(assetId));
  266. // Next dependency.
  267. assetDependenciesItr++;
  268. }
  269. }
  270. }
  271. void LevelAsset::unloadDependencies()
  272. {
  273. for (U32 i = 0; i < mAssetDependencies.size(); i++)
  274. {
  275. AssetBase* assetDef = mAssetDependencies[i];
  276. AssetDatabase.releaseAsset(assetDef->getAssetId());
  277. }
  278. }
  279. DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
  280. "Gets the full path of the asset's defined level file.\n"
  281. "@return The string result of the level path")
  282. {
  283. return object->getLevelPath();
  284. }
  285. DefineEngineMethod(LevelAsset, getPreviewImageAsset, const char*, (), ,
  286. "Gets the full path of the asset's defined preview image file.\n"
  287. "@return The string result of the level preview image path")
  288. {
  289. return object->getPreviewImageAsset();
  290. }
  291. DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
  292. "Gets the full path of the asset's defined preview image file.\n"
  293. "@return The string result of the level preview image path")
  294. {
  295. return object->getPreviewImagePath();
  296. }
  297. DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
  298. "Gets the full path of the asset's defined postFX preset file.\n"
  299. "@return The string result of the postFX preset path")
  300. {
  301. return object->getPostFXPresetPath();
  302. }
  303. DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
  304. "Gets the full path of the asset's defined decal file.\n"
  305. "@return The string result of the decal path")
  306. {
  307. return object->getDecalsPath();
  308. }
  309. DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
  310. "Initiates the loading of asset dependencies for this level.")
  311. {
  312. return object->loadDependencies();
  313. }
  314. DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
  315. "Initiates the unloading of previously loaded asset dependencies for this level.")
  316. {
  317. return object->unloadDependencies();
  318. }