Added support for attaching assets from properties to locator bones in the World Editor

This commit is contained in:
parax0
2016-04-30 06:17:02 -06:00
parent 2655f9d3fd
commit cf84f9909a
42 changed files with 575 additions and 255 deletions

View File

@@ -9,8 +9,6 @@ CScriptObject::CScriptObject(u32 InstanceID, CGameArea *pArea, CScriptLayer *pLa
, mpLayer(pLayer)
, mVersion(0)
, mInstanceID(InstanceID)
, mpDisplayModel(nullptr)
, mpCollision(nullptr)
, mHasInGameModel(false)
, mIsCheckingNearVisibleActivation(false)
{
@@ -37,21 +35,14 @@ CScriptObject::~CScriptObject()
mpScale = mpTemplate->FindScale(mpProperties);
mpActive = mpTemplate->FindActive(mpProperties);
mpLightParameters = mpTemplate->FindLightParameters(mpProperties);
mHasInGameModel = mpTemplate->HasInGameModel(mpProperties);
EvaluateDisplayModel();
EvaluateBillboard();
EvaluateDisplayAsset();
EvaluateCollisionModel();
EvaluateVolume();
}
void CScriptObject::EvaluateDisplayModel()
void CScriptObject::EvaluateDisplayAsset()
{
mpDisplayModel = mpTemplate->FindDisplayModel(mpProperties);
}
void CScriptObject::EvaluateBillboard()
{
mpBillboard = mpTemplate->FindBillboardTexture(mpProperties);
mpDisplayAsset = mpTemplate->FindDisplayAsset(mpProperties, mActiveCharIndex, mActiveAnimIndex, mHasInGameModel);
}
void CScriptObject::EvaluateCollisionModel()

View File

@@ -38,9 +38,10 @@ class CScriptObject
TVector3Property *mpScale;
TBoolProperty *mpActive;
CPropertyStruct *mpLightParameters;
TResPtr<CModel> mpDisplayModel;
TResPtr<CTexture> mpBillboard;
TResPtr<CResource> mpDisplayAsset;
TResPtr<CCollisionMeshGroup> mpCollision;
u32 mActiveCharIndex;
u32 mActiveAnimIndex;
bool mHasInGameModel;
EVolumeShape mVolumeShape;
@@ -54,8 +55,7 @@ public:
~CScriptObject();
void EvaluateProperties();
void EvaluateDisplayModel();
void EvaluateBillboard();
void EvaluateDisplayAsset();
void EvaluateCollisionModel();
void EvaluateVolume();
bool IsEditorProperty(IProperty *pProp);
@@ -89,8 +89,9 @@ public:
bool IsActive() const { return mpActive ? mpActive->Get() : false; }
bool HasInGameModel() const { return mHasInGameModel; }
CPropertyStruct* LightParameters() const { return mpLightParameters; }
CModel* DisplayModel() const { return mpDisplayModel; }
CTexture* Billboard() const { return mpBillboard; }
CResource* DisplayAsset() const { return mpDisplayAsset; }
u32 ActiveCharIndex() const { return mActiveCharIndex; }
u32 ActiveAnimIndex() const { return mActiveAnimIndex; }
CCollisionMeshGroup* Collision() const { return mpCollision; }
EVolumeShape VolumeShape() const { return mVolumeShape; }
float VolumeScale() const { return mVolumeScale; }

View File

@@ -152,12 +152,14 @@ CPropertyStruct* CScriptTemplate::FindLightParameters(CPropertyStruct *pProperti
return TFetchProperty<CPropertyStruct*, eStructProperty>(pProperties, mLightParametersIDString);
}
// todo: merge these four functions, they have near-identical code
CModel* CScriptTemplate::FindDisplayModel(CPropertyStruct *pProperties)
CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32& rOutCharIndex, u32& rOutAnimIndex, bool& rOutIsInGame)
{
rOutCharIndex = -1;
rOutAnimIndex = -1;
rOutIsInGame = false;
for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{
if ((it->AssetType != SEditorAsset::eModel) && (it->AssetType != SEditorAsset::eAnimParams)) continue;
CResource *pRes = nullptr;
// File
@@ -172,58 +174,34 @@ CModel* CScriptTemplate::FindDisplayModel(CPropertyStruct *pProperties)
{
IProperty *pProp = pProperties->PropertyByIDString(it->AssetLocation);
if (pProp->Type() == eFileProperty)
if (it->AssetType == SEditorAsset::eAnimParams && pProp->Type() == eCharacterProperty)
{
TFileProperty *pFile = static_cast<TFileProperty*>(pProp);
pRes = pFile->Get().Load();
TCharacterProperty *pChar = static_cast<TCharacterProperty*>(pProp);
pRes = pChar->Get().AnimSet();
if (pRes)
{
rOutCharIndex = (it->ForceNodeIndex >= 0 ? it->ForceNodeIndex : pChar->Get().CharacterIndex());
rOutAnimIndex = pChar->Get().AnimIndex();
}
}
else if (pProp->Type() == eCharacterProperty)
{
TCharacterProperty *pParams = static_cast<TCharacterProperty*>(pProp);
pRes = pParams->Get().GetCurrentModel(it->ForceNodeIndex);
}
}
// Verify resource exists + is correct type
if (pRes && (pRes->Type() == eModel))
return static_cast<CModel*>(pRes);
}
return nullptr;
}
CTexture* CScriptTemplate::FindBillboardTexture(CPropertyStruct *pProperties)
{
for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{
if (it->AssetType != SEditorAsset::eBillboard) continue;
CResource *pRes = nullptr;
// File
if (it->AssetSource == SEditorAsset::eFile)
{
TString path = "../resources/" + it->AssetLocation;
pRes = gResCache.GetResource(path);
}
// Property
else
{
IProperty *pProp = pProperties->PropertyByIDString(it->AssetLocation);
if (pProp->Type() == eFileProperty)
else
{
TFileProperty *pFile = static_cast<TFileProperty*>(pProp);
pRes = pFile->Get().Load();
}
}
// Verify resource exists + is correct type
if (pRes && (pRes->Type() == eTexture))
return static_cast<CTexture*>(pRes);
// If we have a valid resource, return
if (pRes)
{
rOutIsInGame = (pRes->Type() != eTexture && it->AssetSource == SEditorAsset::eProperty);
return pRes;
}
}
// None are valid - no display asset
return nullptr;
}
@@ -261,35 +239,6 @@ CCollisionMeshGroup* CScriptTemplate::FindCollision(CPropertyStruct *pProperties
return nullptr;
}
bool CScriptTemplate::HasInGameModel(CPropertyStruct *pProperties)
{
for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{
if ((it->AssetType != SEditorAsset::eModel) && (it->AssetType != SEditorAsset::eAnimParams)) continue;
if (it->AssetSource == SEditorAsset::eFile) continue;
CResource *pRes = nullptr;
IProperty *pProp = pProperties->PropertyByIDString(it->AssetLocation);
if (pProp->Type() == eFileProperty)
{
TFileProperty *pFile = static_cast<TFileProperty*>(pProp);
pRes = pFile->Get().Load();
}
else if (pProp->Type() == eCharacterProperty)
{
TCharacterProperty *pParams = static_cast<TCharacterProperty*>(pProp);
pRes = pParams->Get().GetCurrentModel(it->ForceNodeIndex);
}
// Verify resource exists + is correct type
if (pRes && (pRes->Type() == eModel))
return true;
}
return false;
}
// ************ OBJECT TRACKING ************
u32 CScriptTemplate::NumObjects() const

View File

@@ -16,6 +16,12 @@ class CScriptObject;
typedef TString TIDString;
struct SAttachment
{
TIDString AttachProperty; // Must point to a CMDL!
TString LocatorName;
};
/*
* CScriptTemplate is a class that encases the data contained in one of the XML templates.
* It essentially sets the layout of any given script object.
@@ -68,6 +74,7 @@ private:
TIDString mActiveIDString;
TIDString mLightParametersIDString;
std::vector<SEditorAsset> mAssets;
std::vector<SAttachment> mAttachments;
ERotationType mRotationType;
EScaleType mScaleType;
@@ -99,10 +106,8 @@ public:
TVector3Property* FindScale(CPropertyStruct *pProperties);
TBoolProperty* FindActive(CPropertyStruct *pProperties);
CPropertyStruct* FindLightParameters(CPropertyStruct *pProperties);
CModel* FindDisplayModel(CPropertyStruct *pProperties);
CTexture* FindBillboardTexture(CPropertyStruct *pProperties);
CResource* FindDisplayAsset(CPropertyStruct *pProperties, u32& rOutCharIndex, u32& rOutAnimIndex, bool& rOutIsInGame);
CCollisionMeshGroup* FindCollision(CPropertyStruct *pProperties);
bool HasInGameModel(CPropertyStruct *pProperties);
// Accessors
inline CMasterTemplate* MasterTemplate() const { return mpMaster; }
@@ -114,6 +119,8 @@ public:
inline bool IsVisible() const { return mVisible; }
inline TString SourceFile() const { return mSourceFile; }
inline CStructTemplate* BaseStruct() const { return mpBaseStruct; }
inline u32 NumAttachments() const { return mAttachments.size(); }
const SAttachment& Attachment(u32 Index) const { return mAttachments[Index]; }
inline bool HasName() const { return !mNameIDString.IsEmpty(); }
inline bool HasPosition() const { return !mPositionIDString.IsEmpty(); }