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_CURRENT 31
55// ----------------------------------------------------
56
57#define DECLARE_ASSET(Base, Parent) DECLARE_FACTORY(Base, Asset); DECLARE_OBJECT(Base, Parent);
58#define DEFINE_ASSET(Base) DEFINE_FACTORY(Base, Asset); DEFINE_OBJECT(Base);
59
60POLYPHASE_API extern bool HandleAssetPropChange(Datum* datum, uint32_t index, const void* newValue);
61
63{
67 Loaded,
68
69 Count
70};
71
73{
77 uint8_t mEmbedded = false;
78 uint64_t mUuid = 0; // Added in ASSET_VERSION_UUID_SUPPORT (12)
79};
80
82{
83 Asset* mAsset = nullptr;
84 const EmbeddedFile* mEmbeddedData = nullptr;
85 std::string mPath;
87 bool mEngineAsset = false;
88 uint64_t mUuid = 0; // Primary identifier
89
90 // Per-asset packaging metadata, sourced from the {asset}.meta sidecar at discovery time.
91 // Defaults preserve pre-meta behaviour: ship to all platforms, loose on disk.
93 bool mEmbed = false;
94
95#if EDITOR
96 std::string mName;
97 AssetDir* mDirectory = nullptr;
98#endif
99};
100
102{
103public:
104 bool HasOption(const std::string& key);
105 Datum GetOptionValue(const std::string& key);
106 void SetOptionValue(const std::string& key, const Datum& value);
107
108protected:
109 std::unordered_map<std::string, Datum> mOptions;
110};
111
113{
114public:
115
119
120 Asset();
121 virtual ~Asset();
122
123 virtual void Create();
124 virtual void Destroy();
125
126 virtual void Copy(Asset* srcAsset);
127
128 const std::string& GetName() const;
129 bool IsLoaded() const;
130 bool IsRefCounted() const;
131 int32_t GetRefCount() const;
132
133 bool IsEmbedded() const;
134 void SetEmbedded(bool embed);
135
136 bool IsEngineAsset() const;
137 void SetEngineAsset(bool engineAsset);
138
139 void SetName(const std::string& name);
140 void IncrementRefCount();
141 void DecrementRefCount();
142
143 void LoadFile(const char* path, AsyncLoadRequest* request = nullptr);
144 void LoadEmbedded(const EmbeddedFile* embeddedAsset, AsyncLoadRequest* request = nullptr);
145 void SaveFile(const char* path, Platform platform);
146
147 virtual void LoadStream(Stream& stream, Platform platform);
148 virtual void SaveStream(Stream& stream, Platform platform);
149 virtual bool Import(const std::string& path, ImportOptions* options = nullptr);
150
151 virtual void GatherProperties(std::vector<Property>& outProps) override;
152 virtual glm::vec4 GetTypeColor();
153 virtual const char* GetTypeName();
154 virtual const char* GetTypeImportExt();
155
156 // Editor-only behavior: when true, EditorState snapshots this asset's
157 // serialized state (and dirty flag) at PIE start and restores it at PIE
158 // stop, so script mutations during play don't leak into the editor view.
159 // Kept unconditional to keep vtable layout identical across editor and
160 // runtime builds; the runtime never calls this.
161 virtual bool ShouldSnapshotForPie() const { return false; }
162
163 bool IsTransient() const;
164 void SetTransient(bool transient);
165
166 uint64_t GetUuid() const;
167 void SetUuid(uint64_t uuid);
168 void EnsureUuid(); // Generate UUID if not already assigned
169
170 static AssetHeader ReadHeader(Stream& stream);
171 void WriteHeader(Stream& stream);
172
173 static std::string GetNameFromPath(const std::string& path);
174 static std::string GetDirectoryFromPath(const std::string& path);
175
176 static const char* GetNameFromTypeId(TypeId id);
177 static TypeId GetTypeIdFromName(const char* name);
178
179protected:
180
181 uint32_t mVersion = 0;
183 uint64_t mUuid = 0;
184 bool mEmbedded = false;
185 bool mLoaded = false;
186 bool mEnableRefCount = true;
187 bool mEngineAsset = false;
188 bool mTransient = false;
189
190 std::string mName = "Asset";
191 int32_t mRefCount = 0;
192
193#if EDITOR
194public:
195 void ClearDirtyFlag();
196 void SetDirtyFlag();
197 bool GetDirtyFlag();
198
199protected:
200 bool mDirty = false;
201#endif
202};
#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:63
#define ASSET_VERSION_CURRENT
Definition Asset.h:54
#define INVALID_TYPE_ID
Definition Constants.h:40
Platform
Definition EngineTypes.h:31
uint32_t TypeId
Definition EngineTypes.h:64
@ PlatformBit_All
Definition EngineTypes.h:53
Export macros for Polyphase Engine symbols.
#define POLYPHASE_API
Definition PolyphaseAPI.h:31
Definition AssetDir.h:11
Definition Asset.h:113
virtual bool ShouldSnapshotForPie() const
Definition Asset.h:161
DECLARE_OBJECT(Asset, Object)
DECLARE_FACTORY(Asset, Asset)
DECLARE_FACTORY_MANAGER(Asset)
Definition Datum.h:164
Definition Asset.h:102
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:109
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:73
TypeId mType
Definition Asset.h:76
uint64_t mUuid
Definition Asset.h:78
uint32_t mVersion
Definition Asset.h:75
uint8_t mEmbedded
Definition Asset.h:77
uint32_t mMagic
Definition Asset.h:74
Definition Asset.h:82
TypeId mType
Definition Asset.h:86
uint64_t mUuid
Definition Asset.h:88
bool mEmbed
Definition Asset.h:93
Asset * mAsset
Definition Asset.h:83
const EmbeddedFile * mEmbeddedData
Definition Asset.h:84
uint32_t mPlatformMask
Definition Asset.h:92
std::string mPath
Definition Asset.h:85
bool mEngineAsset
Definition Asset.h:87
Definition AssetManager.h:19
Definition EmbeddedFile.h:6