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, String, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeLevelAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return *((StringTableEntry*)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* pFieldValue = argv[0];
  56. // Fetch asset Id.
  57. StringTableEntry* assetId = (StringTableEntry*)(dptr);
  58. // Update asset value.
  59. *assetId = StringTable->insert(pFieldValue);
  60. return;
  61. }
  62. // Warn.
  63. Con::warnf("(TypeLevelAssetPtr) - Cannot set multiple args to a single asset.");
  64. }
  65. //-----------------------------------------------------------------------------
  66. LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
  67. {
  68. mLevelName = StringTable->EmptyString();
  69. mLevelFile = StringTable->EmptyString();
  70. mPreviewImage = StringTable->EmptyString();
  71. mPostFXPresetFile = StringTable->EmptyString();
  72. mDecalsFile = StringTable->EmptyString();
  73. mForestFile = StringTable->EmptyString();
  74. mNavmeshFile = StringTable->EmptyString();
  75. mLevelPath = StringTable->EmptyString();
  76. mPreviewImagePath = StringTable->EmptyString();
  77. mPostFXPresetPath = StringTable->EmptyString();
  78. mDecalsPath = StringTable->EmptyString();
  79. mForestPath = StringTable->EmptyString();
  80. mNavmeshPath = StringTable->EmptyString();
  81. mGamemodeName = StringTable->EmptyString();
  82. mMainLevelAsset = StringTable->EmptyString();
  83. mEditorFile = StringTable->EmptyString();
  84. mBakedSceneFile = StringTable->EmptyString();
  85. }
  86. //-----------------------------------------------------------------------------
  87. LevelAsset::~LevelAsset()
  88. {
  89. }
  90. //-----------------------------------------------------------------------------
  91. void LevelAsset::initPersistFields()
  92. {
  93. // Call parent.
  94. Parent::initPersistFields();
  95. addProtectedField("LevelFile", TypeAssetLooseFilePath, Offset(mLevelFile, LevelAsset),
  96. &setLevelFile, &getLevelFile, "Path to the actual level file.");
  97. addField("LevelName", TypeString, Offset(mLevelName, LevelAsset), "Human-friendly name for the level.");
  98. addProtectedField("PreviewImage", TypeAssetLooseFilePath, Offset(mPreviewImage, LevelAsset),
  99. &setPreviewImageFile, &getPreviewImageFile, "Path to the image used for selection preview.");
  100. addProtectedField("PostFXPresetFile", TypeAssetLooseFilePath, Offset(mPostFXPresetFile, LevelAsset),
  101. &setPostFXPresetFile, &getPostFXPresetFile, "Path to the level's postFXPreset.");
  102. addProtectedField("DecalsFile", TypeAssetLooseFilePath, Offset(mDecalsFile, LevelAsset),
  103. &setDecalsFile, &getDecalsFile, "Path to the decals cache file.");
  104. addProtectedField("ForestFile", TypeAssetLooseFilePath, Offset(mForestFile, LevelAsset),
  105. &setForestFile, &getForestFile, "Path to the Forest cache file.");
  106. addProtectedField("NavmeshFile", TypeAssetLooseFilePath, Offset(mNavmeshFile, LevelAsset),
  107. &setNavmeshFile, &getNavmeshFile, "Path to the navmesh file.");
  108. addProtectedField("EditorFile", TypeAssetLooseFilePath, Offset(mEditorFile, LevelAsset),
  109. &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.");
  110. addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
  111. &setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
  112. addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
  113. addField("gameModeName", TypeString, Offset(mGamemodeName, LevelAsset), "Name of the Game Mode to be used with this level");
  114. }
  115. //------------------------------------------------------------------------------
  116. void LevelAsset::copyTo(SimObject* object)
  117. {
  118. // Call to parent.
  119. Parent::copyTo(object);
  120. }
  121. //
  122. void LevelAsset::initializeAsset()
  123. {
  124. // Call parent.
  125. Parent::initializeAsset();
  126. // Ensure the image-file is expanded.
  127. mPreviewImagePath = expandAssetFilePath(mPreviewImage);
  128. mLevelPath = expandAssetFilePath(mLevelFile);
  129. mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
  130. mDecalsPath = expandAssetFilePath(mDecalsFile);
  131. mForestPath = expandAssetFilePath(mForestFile);
  132. mNavmeshPath = expandAssetFilePath(mNavmeshFile);
  133. }
  134. void LevelAsset::onAssetRefresh(void)
  135. {
  136. // Ensure the image-file is expanded.
  137. mPreviewImagePath = expandAssetFilePath(mPreviewImage);
  138. mLevelPath = expandAssetFilePath(mLevelFile);
  139. mPostFXPresetPath = expandAssetFilePath(mPostFXPresetFile);
  140. mDecalsPath = expandAssetFilePath(mDecalsFile);
  141. mForestPath = expandAssetFilePath(mForestFile);
  142. mNavmeshPath = expandAssetFilePath(mNavmeshFile);
  143. }
  144. //
  145. void LevelAsset::setLevelFile(const char* pLevelFile)
  146. {
  147. // Sanity!
  148. AssertFatal(pLevelFile != NULL, "Cannot use a NULL level file.");
  149. // Fetch image file.
  150. pLevelFile = StringTable->insert(pLevelFile);
  151. // Ignore no change,
  152. if (pLevelFile == mLevelFile)
  153. return;
  154. // Update.
  155. mLevelFile = pLevelFile;
  156. // Refresh the asset.
  157. refreshAsset();
  158. }
  159. void LevelAsset::setImageFile(const char* pImageFile)
  160. {
  161. // Sanity!
  162. AssertFatal(pImageFile != NULL, "Cannot use a NULL image file.");
  163. // Fetch image file.
  164. pImageFile = StringTable->insert(pImageFile);
  165. // Ignore no change,
  166. if (pImageFile == mPreviewImage)
  167. return;
  168. // Update.
  169. mPreviewImage = pImageFile;
  170. // Refresh the asset.
  171. refreshAsset();
  172. }
  173. void LevelAsset::setEditorFile(const char* pEditorFile)
  174. {
  175. // Sanity!
  176. AssertFatal(pEditorFile != NULL, "Cannot use a NULL level file.");
  177. // Fetch image file.
  178. pEditorFile = StringTable->insert(pEditorFile);
  179. // Ignore no change,
  180. if (pEditorFile == mEditorFile)
  181. return;
  182. // Update.
  183. mEditorFile = pEditorFile;
  184. // Refresh the asset.
  185. refreshAsset();
  186. }
  187. void LevelAsset::setBakedSceneFile(const char* pBakedSceneFile)
  188. {
  189. // Sanity!
  190. AssertFatal(pBakedSceneFile != NULL, "Cannot use a NULL level file.");
  191. // Fetch image file.
  192. pBakedSceneFile = StringTable->insert(pBakedSceneFile);
  193. // Ignore no change,
  194. if (pBakedSceneFile == mBakedSceneFile)
  195. return;
  196. // Update.
  197. mBakedSceneFile = pBakedSceneFile;
  198. // Refresh the asset.
  199. refreshAsset();
  200. }
  201. void LevelAsset::setPostFXPresetFile(const char* pPostFXPresetFile)
  202. {
  203. // Sanity!
  204. AssertFatal(pPostFXPresetFile != NULL, "Cannot use a NULL postFX preset file.");
  205. // Fetch file.
  206. pPostFXPresetFile = StringTable->insert(pPostFXPresetFile);
  207. // Ignore no change,
  208. if (pPostFXPresetFile == mPostFXPresetFile)
  209. return;
  210. // Update.
  211. mPostFXPresetFile = pPostFXPresetFile;
  212. // Refresh the asset.
  213. refreshAsset();
  214. }
  215. void LevelAsset::setDecalsFile(const char* pDecalsFile)
  216. {
  217. // Sanity!
  218. AssertFatal(pDecalsFile != NULL, "Cannot use a NULL decals file.");
  219. // Fetch file.
  220. pDecalsFile = StringTable->insert(pDecalsFile);
  221. // Ignore no change,
  222. if (pDecalsFile == mDecalsFile)
  223. return;
  224. // Update.
  225. mDecalsFile = pDecalsFile;
  226. // Refresh the asset.
  227. refreshAsset();
  228. }
  229. void LevelAsset::setForestFile(const char* pForestFile)
  230. {
  231. // Sanity!
  232. AssertFatal(pForestFile != NULL, "Cannot use a NULL decals file.");
  233. // Fetch file.
  234. pForestFile = StringTable->insert(pForestFile);
  235. // Ignore no change,
  236. if (pForestFile == mForestFile)
  237. return;
  238. // Update.
  239. mForestFile = pForestFile;
  240. // Refresh the asset.
  241. refreshAsset();
  242. }
  243. void LevelAsset::setNavmeshFile(const char* pNavmeshFile)
  244. {
  245. // Sanity!
  246. AssertFatal(pNavmeshFile != NULL, "Cannot use a NULL Navmesh file.");
  247. // Fetch file.
  248. pNavmeshFile = StringTable->insert(pNavmeshFile);
  249. // Ignore no change,
  250. if (pNavmeshFile == mNavmeshFile)
  251. return;
  252. // Update.
  253. mNavmeshFile = pNavmeshFile;
  254. // Refresh the asset.
  255. refreshAsset();
  256. }
  257. void LevelAsset::loadDependencies()
  258. {
  259. //First, load any material, animation, etc assets we may be referencing in our asset
  260. // Find any asset dependencies.
  261. AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
  262. // Does the asset have any dependencies?
  263. if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
  264. {
  265. // Iterate all dependencies.
  266. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
  267. {
  268. //Force it to be loaded by acquiring it
  269. StringTableEntry assetId = assetDependenciesItr->value;
  270. mAssetDependencies.push_back(AssetDatabase.acquireAsset<AssetBase>(assetId));
  271. // Next dependency.
  272. assetDependenciesItr++;
  273. }
  274. }
  275. }
  276. void LevelAsset::unloadDependencies()
  277. {
  278. for (U32 i = 0; i < mAssetDependencies.size(); i++)
  279. {
  280. AssetBase* assetDef = mAssetDependencies[i];
  281. AssetDatabase.releaseAsset(assetDef->getAssetId());
  282. }
  283. }
  284. DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
  285. "Gets the full path of the asset's defined level file.\n"
  286. "@return The string result of the level path")
  287. {
  288. return object->getLevelPath();
  289. }
  290. DefineEngineMethod(LevelAsset, getPreviewImagePath, const char*, (), ,
  291. "Gets the full path of the asset's defined preview image file.\n"
  292. "@return The string result of the level preview image path")
  293. {
  294. return object->getImagePath();
  295. }
  296. DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
  297. "Gets the full path of the asset's defined postFX preset file.\n"
  298. "@return The string result of the postFX preset path")
  299. {
  300. return object->getPostFXPresetPath();
  301. }
  302. DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
  303. "Gets the full path of the asset's defined decal file.\n"
  304. "@return The string result of the decal path")
  305. {
  306. return object->getDecalsPath();
  307. }
  308. DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
  309. "Initiates the loading of asset dependencies for this level.")
  310. {
  311. return object->loadDependencies();
  312. }
  313. DefineEngineMethod(LevelAsset, unloadDependencies, void, (), ,
  314. "Initiates the unloading of previously loaded asset dependencies for this level.")
  315. {
  316. return object->unloadDependencies();
  317. }