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_SOUNDWAVE_STREAMING 38
61#define ASSET_VERSION_CURRENT 38
62// ----------------------------------------------------
63
64#define DECLARE_ASSET(Base, Parent) DECLARE_FACTORY(Base, Asset); DECLARE_OBJECT(Base, Parent);
65#define DEFINE_ASSET(Base) DEFINE_FACTORY(Base, Asset); DEFINE_OBJECT(Base);
66
67POLYPHASE_API extern bool HandleAssetPropChange(Datum* datum, uint32_t index, const void* newValue);
68
70{
74 Loaded,
75
76 Count
77};
78
80{
84 uint8_t mEmbedded = false;
85 uint64_t mUuid = 0; // Added in ASSET_VERSION_UUID_SUPPORT (12)
86};
87
89{
90 Asset* mAsset = nullptr;
91 const EmbeddedFile* mEmbeddedData = nullptr;
92 std::string mPath;
94 bool mEngineAsset = false;
95 uint64_t mUuid = 0; // Primary identifier
96
97 // Per-asset packaging metadata, sourced from the {asset}.meta sidecar at discovery time.
98 // Defaults preserve pre-meta behaviour: ship to all platforms, loose on disk.
100 bool mEmbed = false;
101
102#if EDITOR
103 std::string mName;
104 AssetDir* mDirectory = nullptr;
105#endif
106};
107
109{
110public:
111 bool HasOption(const std::string& key);
112 Datum GetOptionValue(const std::string& key);
113 void SetOptionValue(const std::string& key, const Datum& value);
114
115protected:
116 std::unordered_map<std::string, Datum> mOptions;
117};
118
120{
121public:
122
126
127 Asset();
128 virtual ~Asset();
129
130 virtual void Create();
131 virtual void Destroy();
132
133 virtual void Copy(Asset* srcAsset);
134
135 // Reset the loaded flag without destroying the asset or erasing live
136 // AssetRefs. Lets a caller tear down the GPU/physics side of an asset
137 // and then call Create() again to rebuild from new data, while any
138 // scene references to this asset stay intact. Used by editor-time
139 // rebuilds such as StaticMesh::CreateRaw being invoked on an asset
140 // that AssetManager already auto-Create()'d at registration time.
141 void ResetLoadedFlag();
142
143 const std::string& GetName() const;
144 bool IsLoaded() const;
145 bool IsRefCounted() const;
146 int32_t GetRefCount() const;
147
148 bool IsEmbedded() const;
149 void SetEmbedded(bool embed);
150
151 bool IsEngineAsset() const;
152 void SetEngineAsset(bool engineAsset);
153
154 void SetName(const std::string& name);
155 void IncrementRefCount();
156 void DecrementRefCount();
157
158 void LoadFile(const char* path, AsyncLoadRequest* request = nullptr);
159 void LoadEmbedded(const EmbeddedFile* embeddedAsset, AsyncLoadRequest* request = nullptr);
160 void SaveFile(const char* path, Platform platform);
161
162 virtual void LoadStream(Stream& stream, Platform platform);
163 virtual void SaveStream(Stream& stream, Platform platform);
164 virtual bool Import(const std::string& path, ImportOptions* options = nullptr);
165
166 virtual void GatherProperties(std::vector<Property>& outProps) override;
167 virtual glm::vec4 GetTypeColor();
168 virtual const char* GetTypeName();
169 virtual const char* GetTypeImportExt();
170
171 // Editor-only behavior: when true, EditorState snapshots this asset's
172 // serialized state (and dirty flag) at PIE start and restores it at PIE
173 // stop, so script mutations during play don't leak into the editor view.
174 // Kept unconditional to keep vtable layout identical across editor and
175 // runtime builds; the runtime never calls this.
176 virtual bool ShouldSnapshotForPie() const { return false; }
177
178 bool IsTransient() const;
179 void SetTransient(bool transient);
180
181 uint64_t GetUuid() const;
182 void SetUuid(uint64_t uuid);
183 void EnsureUuid(); // Generate UUID if not already assigned
184
185 static AssetHeader ReadHeader(Stream& stream);
186 void WriteHeader(Stream& stream);
187
188 static std::string GetNameFromPath(const std::string& path);
189 static std::string GetDirectoryFromPath(const std::string& path);
190
191 static const char* GetNameFromTypeId(TypeId id);
192 static TypeId GetTypeIdFromName(const char* name);
193
194protected:
195
196 uint32_t mVersion = 0;
198 uint64_t mUuid = 0;
199 bool mEmbedded = false;
200 bool mLoaded = false;
201 bool mEnableRefCount = true;
202 bool mEngineAsset = false;
203 bool mTransient = false;
204
205 std::string mName = "Asset";
206 int32_t mRefCount = 0;
207
208#if EDITOR
209public:
210 void ClearDirtyFlag();
211 void SetDirtyFlag();
212 bool GetDirtyFlag();
213
214protected:
215 bool mDirty = false;
216#endif
217};
#define ASSET_MAGIC_NUMBER
Definition Asset.h:18
POLYPHASE_API bool HandleAssetPropChange(Datum *datum, uint32_t index, const void *newValue)
Definition Asset.cpp:34
AssetLoadState
Definition Asset.h:70
#define ASSET_VERSION_CURRENT
Definition Asset.h:61
#define INVALID_TYPE_ID
Definition Constants.h:40
Platform
Definition EngineTypes.h:32
uint32_t TypeId
Definition EngineTypes.h:72
@ PlatformBit_All
Definition EngineTypes.h:61
Export macros for Polyphase Engine symbols.
#define POLYPHASE_API
Definition PolyphaseAPI.h:31
Definition AssetDir.h:11
Definition Asset.h:120
virtual bool ShouldSnapshotForPie() const
Definition Asset.h:176
DECLARE_OBJECT(Asset, Object)
DECLARE_FACTORY(Asset, Asset)
DECLARE_FACTORY_MANAGER(Asset)
Definition Datum.h:169
Definition Asset.h:109
void SetOptionValue(const std::string &key, const Datum &value)
Definition Asset.cpp:63
Datum GetOptionValue(const std::string &key)
Definition Asset.cpp:52
bool HasOption(const std::string &key)
Definition Asset.cpp:45
std::unordered_map< std::string, Datum > mOptions
Definition Asset.h:116
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:80
TypeId mType
Definition Asset.h:83
uint64_t mUuid
Definition Asset.h:85
uint32_t mVersion
Definition Asset.h:82
uint8_t mEmbedded
Definition Asset.h:84
uint32_t mMagic
Definition Asset.h:81
Definition Asset.h:89
TypeId mType
Definition Asset.h:93
uint64_t mUuid
Definition Asset.h:95
bool mEmbed
Definition Asset.h:100
Asset * mAsset
Definition Asset.h:90
const EmbeddedFile * mEmbeddedData
Definition Asset.h:91
uint32_t mPlatformMask
Definition Asset.h:99
std::string mPath
Definition Asset.h:92
bool mEngineAsset
Definition Asset.h:94
Definition AssetManager.h:19
Definition EmbeddedFile.h:6