Polyphase Game Engine
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Asset.h
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1#pragma once
2
3#include "PolyphaseAPI.h"
4#include "EngineTypes.h"
5#include "EmbeddedFile.h"
6#include "Factory.h"
7#include "Object.h"
8#include "Maths.h"
9
10#include <string>
11#include <vector>
12#include <unordered_map>
13
14class Stream;
15class Property;
16class AssetDir;
17
18#define ASSET_MAGIC_NUMBER 0x4f435421
19
20//----------------------------------------------------
21// --------------- ASSET VERSIONING ------------------
22// ---------------------------------------------------
23#define ASSET_VERSION_BASE 1
24#define ASSET_VERSION_SCENE_EXTRA_DATA 2
25#define ASSET_VERSION_PARTICLE_RADIAL_SPAWN 3
26#define ASSET_VERSION_PROPERTY_EXTRA 4
27#define ASSET_VERSION_SCENE_SUB_SCENE_OVERRIDE 5
28#define ASSET_VERSION_FONT_TTF_FLAG 6
29#define ASSET_VERSION_TEXTURE_COOKED_PROPERTIES 7
30#define ASSET_VERSION_TEXTURE_LOW_QUALITY 8
31#define ASSET_VERSION_MATERIAL_LITE_TEXTURE_COUNT 9
32#define ASSET_VERSION_STATIC_MESH_3D_HAS_BAKED_LIGHTING 10
33#define ASSET_VERSION_SCENE_SUBSCENE_INSTANCE_COLORS 11
34#define ASSET_VERSION_UUID_SUPPORT 12
35#define ASSET_VERSION_UUID_WITH_NAME_FALLBACK 13
36#define ASSET_VERSION_NODE_PERSISTENT_UUID 14
37#define ASSET_VERSION_MATERIAL_LITE_NODE_GRAPH 15
38#define ASSET_VERSION_NODE_GRAPH_FUNCTIONS 16
39#define ASSET_VERSION_NODE_GRAPH_VARIABLES 17
40#define ASSET_VERSION_SCENE_ICON_OVERRIDE 18
41#define ASSET_VERSION_SCENE_MENU_OVERRIDE 19
42#define ASSET_VERSION_VOXEL3D 20
43#define ASSET_VERSION_VOXEL3D_ATLAS 21
44#define ASSET_VERSION_VOXEL3D_ATLAS_INT32 22
45#define ASSET_VERSION_TERRAIN3D 23
46#define ASSET_VERSION_TERRAIN3D_MATSLOTS 24
47#define ASSET_VERSION_TERRAIN3D_ATLAS 25
48#define ASSET_VERSION_TERRAIN3D_BAKE 26
49#define ASSET_VERSION_TERRAIN3D_BAKEDMAP 27
50#define ASSET_VERSION_TILESET_BASE 28
51#define ASSET_VERSION_TILEMAP_BASE 29
52#define ASSET_VERSION_TILESET_METADATA 30
53#define ASSET_VERSION_TILESET_AUTOTILE 31
54#define ASSET_VERSION_TRANSFORM_KEYFRAME_SIGNAL 32
55#define ASSET_VERSION_INPUT_PROMPT_MAP 33
56#define ASSET_VERSION_INPUT_PROMPT_STYLE 34
57#define ASSET_VERSION_MATERIAL_LITE_UV_SOURCE 35
58#define ASSET_VERSION_SKELETAL_MESH_SECTIONS 36
59#define ASSET_VERSION_BONE_MASK 37
60#define ASSET_VERSION_CURRENT 37
61// ----------------------------------------------------
62
63#define DECLARE_ASSET(Base, Parent) DECLARE_FACTORY(Base, Asset); DECLARE_OBJECT(Base, Parent);
64#define DEFINE_ASSET(Base) DEFINE_FACTORY(Base, Asset); DEFINE_OBJECT(Base);
65
66POLYPHASE_API extern bool HandleAssetPropChange(Datum* datum, uint32_t index, const void* newValue);
67
69{
73 Loaded,
74
75 Count
76};
77
79{
83 uint8_t mEmbedded = false;
84 uint64_t mUuid = 0; // Added in ASSET_VERSION_UUID_SUPPORT (12)
85};
86
88{
89 Asset* mAsset = nullptr;
90 const EmbeddedFile* mEmbeddedData = nullptr;
91 std::string mPath;
93 bool mEngineAsset = false;
94 uint64_t mUuid = 0; // Primary identifier
95
96 // Per-asset packaging metadata, sourced from the {asset}.meta sidecar at discovery time.
97 // Defaults preserve pre-meta behaviour: ship to all platforms, loose on disk.
99 bool mEmbed = false;
100
101#if EDITOR
102 std::string mName;
103 AssetDir* mDirectory = nullptr;
104#endif
105};
106
108{
109public:
110 bool HasOption(const std::string& key);
111 Datum GetOptionValue(const std::string& key);
112 void SetOptionValue(const std::string& key, const Datum& value);
113
114protected:
115 std::unordered_map<std::string, Datum> mOptions;
116};
117
119{
120public:
121
125
126 Asset();
127 virtual ~Asset();
128
129 virtual void Create();
130 virtual void Destroy();
131
132 virtual void Copy(Asset* srcAsset);
133
134 // Reset the loaded flag without destroying the asset or erasing live
135 // AssetRefs. Lets a caller tear down the GPU/physics side of an asset
136 // and then call Create() again to rebuild from new data, while any
137 // scene references to this asset stay intact. Used by editor-time
138 // rebuilds such as StaticMesh::CreateRaw being invoked on an asset
139 // that AssetManager already auto-Create()'d at registration time.
140 void ResetLoadedFlag();
141
142 const std::string& GetName() const;
143 bool IsLoaded() const;
144 bool IsRefCounted() const;
145 int32_t GetRefCount() const;
146
147 bool IsEmbedded() const;
148 void SetEmbedded(bool embed);
149
150 bool IsEngineAsset() const;
151 void SetEngineAsset(bool engineAsset);
152
153 void SetName(const std::string& name);
154 void IncrementRefCount();
155 void DecrementRefCount();
156
157 void LoadFile(const char* path, AsyncLoadRequest* request = nullptr);
158 void LoadEmbedded(const EmbeddedFile* embeddedAsset, AsyncLoadRequest* request = nullptr);
159 void SaveFile(const char* path, Platform platform);
160
161 virtual void LoadStream(Stream& stream, Platform platform);
162 virtual void SaveStream(Stream& stream, Platform platform);
163 virtual bool Import(const std::string& path, ImportOptions* options = nullptr);
164
165 virtual void GatherProperties(std::vector<Property>& outProps) override;
166 virtual glm::vec4 GetTypeColor();
167 virtual const char* GetTypeName();
168 virtual const char* GetTypeImportExt();
169
170 // Editor-only behavior: when true, EditorState snapshots this asset's
171 // serialized state (and dirty flag) at PIE start and restores it at PIE
172 // stop, so script mutations during play don't leak into the editor view.
173 // Kept unconditional to keep vtable layout identical across editor and
174 // runtime builds; the runtime never calls this.
175 virtual bool ShouldSnapshotForPie() const { return false; }
176
177 bool IsTransient() const;
178 void SetTransient(bool transient);
179
180 uint64_t GetUuid() const;
181 void SetUuid(uint64_t uuid);
182 void EnsureUuid(); // Generate UUID if not already assigned
183
184 static AssetHeader ReadHeader(Stream& stream);
185 void WriteHeader(Stream& stream);
186
187 static std::string GetNameFromPath(const std::string& path);
188 static std::string GetDirectoryFromPath(const std::string& path);
189
190 static const char* GetNameFromTypeId(TypeId id);
191 static TypeId GetTypeIdFromName(const char* name);
192
193protected:
194
195 uint32_t mVersion = 0;
197 uint64_t mUuid = 0;
198 bool mEmbedded = false;
199 bool mLoaded = false;
200 bool mEnableRefCount = true;
201 bool mEngineAsset = false;
202 bool mTransient = false;
203
204 std::string mName = "Asset";
205 int32_t mRefCount = 0;
206
207#if EDITOR
208public:
209 void ClearDirtyFlag();
210 void SetDirtyFlag();
211 bool GetDirtyFlag();
212
213protected:
214 bool mDirty = false;
215#endif
216};
#define ASSET_MAGIC_NUMBER
Definition Asset.h:18
POLYPHASE_API bool HandleAssetPropChange(Datum *datum, uint32_t index, const void *newValue)
Definition Asset.cpp:33
AssetLoadState
Definition Asset.h:69
#define ASSET_VERSION_CURRENT
Definition Asset.h:60
#define INVALID_TYPE_ID
Definition Constants.h:40
Platform
Definition EngineTypes.h:31
uint32_t TypeId
Definition EngineTypes.h:71
@ PlatformBit_All
Definition EngineTypes.h:60
Export macros for Polyphase Engine symbols.
#define POLYPHASE_API
Definition PolyphaseAPI.h:31
Definition AssetDir.h:11
Definition Asset.h:119
virtual bool ShouldSnapshotForPie() const
Definition Asset.h:175
DECLARE_OBJECT(Asset, Object)
DECLARE_FACTORY(Asset, Asset)
DECLARE_FACTORY_MANAGER(Asset)
Definition Datum.h:169
Definition Asset.h:108
void SetOptionValue(const std::string &key, const Datum &value)
Definition Asset.cpp:62
Datum GetOptionValue(const std::string &key)
Definition Asset.cpp:51
bool HasOption(const std::string &key)
Definition Asset.cpp:44
std::unordered_map< std::string, Datum > mOptions
Definition Asset.h:115
Definition Object.h:13
virtual void GatherProperties(std::vector< Property > &props)
Definition Object.h:41
Definition Property.h:14
Definition Stream.h:21
Definition Asset.h:79
TypeId mType
Definition Asset.h:82
uint64_t mUuid
Definition Asset.h:84
uint32_t mVersion
Definition Asset.h:81
uint8_t mEmbedded
Definition Asset.h:83
uint32_t mMagic
Definition Asset.h:80
Definition Asset.h:88
TypeId mType
Definition Asset.h:92
uint64_t mUuid
Definition Asset.h:94
bool mEmbed
Definition Asset.h:99
Asset * mAsset
Definition Asset.h:89
const EmbeddedFile * mEmbeddedData
Definition Asset.h:90
uint32_t mPlatformMask
Definition Asset.h:98
std::string mPath
Definition Asset.h:91
bool mEngineAsset
Definition Asset.h:93
Definition AssetManager.h:19
Definition EmbeddedFile.h:6