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23 changed files with 740 additions and 143 deletions

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@ -15,6 +15,7 @@ of DigiPen Institute of Technology is prohibited.
#include "SH_API.h"
#include "Math/SHMatrix.h"
#include "Assets/Asset Types/Models/SHAnimationAsset.h"
#include "Math/SHQuaternion.h"
namespace SHADE
{
@ -76,10 +77,5 @@ namespace SHADE
std::vector<Channel> channels;
int ticksPerSecond;
float totalTime;
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/
};
}

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@ -14,6 +14,7 @@ of DigiPen Institute of Technology is prohibited.
#include "SHpch.h"
// Primary Include
#include "SHAnimatorComponent.h"
#include "SHAnimatorComponent.hpp" // Include here as they are private function templates
// STL Includes
#include <queue>
// Project Includes
@ -161,7 +162,6 @@ namespace SHADE
// Apply transformations to this node
const int BONE_MTX_IDX = rig->GetNodeIndex(node);
std::optional<SHVec3> position;
if (BONE_MTX_IDX >= 0)
{
boneMatrices[BONE_MTX_IDX] = node->OffsetMatrix * transformMatrix;

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@ -151,5 +151,3 @@ namespace SHADE
RTTR_ENABLE()
};
}
#include "SHAnimatorComponent.hpp"

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@ -20,7 +20,6 @@ of DigiPen Institute of Technology is prohibited.
#include "SH_API.h"
#include "Math/SHMatrix.h"
#include "Resource/SHHandle.h"
#include "Resource/SHResourceLibrary.h"
namespace SHADE
{

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@ -10,10 +10,11 @@
*****************************************************************************/
#pragma once
#include "Math/SHMath.h"
#include "Assets/Asset Types/SHAssetData.h"
#include <vector>
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
namespace SHADE

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@ -68,6 +68,11 @@ namespace SHADE
ReadMeshData(file, asset.meshHeaders, asset.meshes);
ReadAnimData(file, asset.animHeaders, asset.anims);
/*for (auto& mesh : asset.meshes)
{
mesh->BoneCount = asset.rig.nodeDataCollection.size();
}*/
// Not eof yet, animation exists
if (file.peek() != EOF)
{

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@ -608,25 +608,34 @@ namespace SHADE
boneMatrixIndices.emplace_back(static_cast<uint32_t>(boneMatrixData.size()));
auto animator = SHComponentManager::GetComponent_s<SHAnimatorComponent>(rendId);
auto mesh = renderable->GetMesh();
const int BONE_COUNT = static_cast<int>(mesh->BoneCount);
int extraMatricesToAdd = BONE_COUNT;
if (animator)
{
// Add matrices
const auto& MATRICES = animator->GetBoneMatrices();
if (MATRICES.size() <= BONE_COUNT)
{
boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
extraMatricesToAdd = std::max({0, BONE_COUNT - static_cast<int>(MATRICES.size())});
}
boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
}
// If we need to patch up with more matrices, add it
if (extraMatricesToAdd > 0)
{
boneMatrixData.insert(boneMatrixData.end(), extraMatricesToAdd, SHMatrix::Identity);
}
//auto mesh = renderable->GetMesh();
//const int BONE_COUNT = static_cast<int>(mesh->BoneCount);
//int extraMatricesToAdd = BONE_COUNT;
//if (animator)
//{
// const auto& MATRICES = animator->GetBoneMatrices();
// boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
// // Add matrices
// const auto& MATRICES = animator->GetBoneMatrices();
// if (MATRICES.size() <= BONE_COUNT)
// {
// boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
// extraMatricesToAdd = std::max({0, BONE_COUNT - static_cast<int>(MATRICES.size())});
// }
//}
//// If we need to patch up with more matrices, add it
//if (extraMatricesToAdd > 0)
//{
// boneMatrixData.insert(boneMatrixData.end(), extraMatricesToAdd, SHMatrix::Identity);
//}
}
}
}

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@ -16,6 +16,8 @@ of DigiPen Institute of Technology is prohibited.
#include "SHResourceManagerInterface.h"
// Project Includes
#include "SHResourceManager.h"
#include "Animation/SHAnimationClip.h"
#include "Animation/SHRig.h"
namespace SHADE
{
@ -23,6 +25,17 @@ namespace SHADE
{
return SHResourceManager::LoadOrGet<SHMesh>(assetId);
}
Handle<SHRig> SHResourceManagerInterface::LoadOrGetRig(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHRig>(assetId);
}
Handle<SHAnimationClip> SHResourceManagerInterface::LoadOrGetAnimationClip(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHAnimationClip>(assetId);
}
Handle<SHTexture> SHResourceManagerInterface::LoadOrGetTexture(AssetID assetId)
{
return SHResourceManager::LoadOrGet<SHTexture>(assetId);

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@ -29,6 +29,8 @@ namespace SHADE
struct SHMaterialSpec;
class SHMaterial;
class SHFont;
class SHRig;
class SHAnimationClip;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
@ -43,13 +45,24 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Loading Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHMesh>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHMesh> LoadOrGetMesh(AssetID assetId);
static Handle<SHMesh> LoadOrGetMesh(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHRig>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHRig> LoadOrGetRig(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHAnimationClip>().
/// </summary>
/// <param name="assetId">Asset ID of the resource to load.</param>
/// <returns>Handle to the resource to retrieve.</returns>
static Handle<SHAnimationClip> LoadOrGetAnimationClip(AssetID assetId);
/// <summary>
/// Wrapper for SHResourceManager::LoadOrGet<SHTexture>().
/// </summary>

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@ -0,0 +1,70 @@
/************************************************************************************//*!
\file AnimationClipAsset.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the implementation of the functions of the managed
AnimationClipAsset class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "AnimationClipAsset.hxx"
// External Dependencies
#include "Resource/SHResourceManagerInterface.h"
// Project Headers
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
Handle<SHAnimationClip> AnimationClipAsset::NativeObject::get()
try
{
return SHResourceManagerInterface::LoadOrGetAnimationClip(asset.NativeAssetID);
}
catch (const BadHandleCastException&)
{
return Handle<SHAnimationClip>();
}
AssetID AnimationClipAsset::NativeAssetID::get()
{
return asset.NativeAssetID;
}
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
AnimationClipAsset::AnimationClipAsset(AssetID meshId)
: asset{ meshId }
{}
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
AnimationClipAsset::operator bool(AnimationClipAsset asset)
{
return asset.asset;
}
/*---------------------------------------------------------------------------------*/
/* Conversion Operators */
/*---------------------------------------------------------------------------------*/
AnimationClipAsset::operator Asset(AnimationClipAsset nativeAsset)
{
return nativeAsset.asset;
}
AnimationClipAsset::operator AnimationClipAsset(Asset asset)
{
return AnimationClipAsset(asset.NativeAssetID);
}
}

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@ -0,0 +1,89 @@
/************************************************************************************//*!
\file AnimationClipAsset.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the definition of the managed AnimationClip class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// External Dependencies
#include "Resource/SHHandle.h"
// Project Includes
#include "NativeAsset.hxx"
#include "Engine/GenericHandle.hxx"
#include "Animation/SHAnimationClip.h"
namespace SHADE
{
/// <summary>
/// Managed counterpart of the native AnimationClip object containing vertex data
/// that can be fed to an Animator for rendering.
/// </summary>
public value struct AnimationClipAsset
{
internal:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Copy of the Handle to the native object.
/// </summary>
property Handle<SHAnimationClip> NativeObject
{
Handle<SHAnimationClip> get();
}
/// <summary>
/// The raw asset ID of the asset.
/// </summary>
property AssetID NativeAssetID
{
AssetID get();
}
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the AnimationClip.
/// </summary>
/// <param name="meshId">AssetID to the Mesh asset.</param>
AnimationClipAsset(AssetID assetId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationClip is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationClipAsset asset);
/*-----------------------------------------------------------------------------*/
/* Conversion Operators */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Conversion operator to enable casting from a AnimationClip to an Asset.
/// </summary>
/// <param name="vec">Vector3 to convert from.</param>
static explicit operator Asset(AnimationClipAsset nativeAsset);
/// <summary>
/// Conversion operator to enable casting from a Asset to a AnimationClip.
/// </summary>
/// <param name="asset"></param>
static explicit operator AnimationClipAsset(Asset asset);
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
Asset asset;
};
}

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@ -1,5 +1,5 @@
/************************************************************************************//*!
\file Mesh.cxx
\file MeshAsset.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022

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@ -1,5 +1,5 @@
/************************************************************************************//*!
\file Mesh.hxx
\file MeshAsset.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022

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@ -0,0 +1,70 @@
/************************************************************************************//*!
\file RigAsset.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the implementation of the functions of the managed RigAsset
class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "RigAsset.hxx"
// External Dependencies
#include "Resource/SHResourceManagerInterface.h"
// Project Headers
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
Handle<SHRig> RigAsset::NativeObject::get()
try
{
return SHResourceManagerInterface::LoadOrGetRig(asset.NativeAssetID);
}
catch (const BadHandleCastException&)
{
return Handle<SHRig>();
}
AssetID RigAsset::NativeAssetID::get()
{
return asset.NativeAssetID;
}
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
RigAsset::RigAsset(AssetID assetId)
: asset { assetId }
{}
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
RigAsset::operator bool(RigAsset asset)
{
return asset.asset;
}
/*---------------------------------------------------------------------------------*/
/* Conversion Operators */
/*---------------------------------------------------------------------------------*/
RigAsset::operator Asset(RigAsset nativeAsset)
{
return nativeAsset.asset;
}
RigAsset::operator RigAsset(Asset asset)
{
return RigAsset(asset.NativeAssetID);
}
}

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@ -0,0 +1,89 @@
/************************************************************************************//*!
\file RigAsset.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the definition of the managed RigAsset class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// External Dependencies
#include "Resource/SHHandle.h"
#include "Animation/SHRig.h"
// Project Includes
#include "NativeAsset.hxx"
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
/// <summary>
/// Managed counterpart of the native Rig object containing the skeleton of a model
/// that can be fed to an Animator for animations.
/// </summary>
public value struct RigAsset
{
internal:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Copy of the Handle to the native object.
/// </summary>
property Handle<SHRig> NativeObject
{
Handle<SHRig> get();
}
/// <summary>
/// The raw asset ID of the asset.
/// </summary>
property AssetID NativeAssetID
{
AssetID get();
}
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the RigAsset.
/// </summary>
/// <param name="meshId">AssetID to the SHRig asset.</param>
RigAsset(AssetID assetId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Rig is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(RigAsset asset);
/*-----------------------------------------------------------------------------*/
/* Conversion Operators */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Conversion operator to enable casting from a RigAsset to an Asset.
/// </summary>
/// <param name="vec">Vector3 to convert from.</param>
static explicit operator Asset(RigAsset nativeAsset);
/// <summary>
/// Conversion operator to enable casting from a Asset to a RigAsset.
/// </summary>
/// <param name="asset"></param>
static explicit operator RigAsset(Asset asset);
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
Asset asset;
};
}

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@ -0,0 +1,97 @@
/************************************************************************************//*!
\file Animator.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the definition of the functions of the managed Renderable class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Animator.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Animator::Animator(Entity entity)
: Component(entity)
{}
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
RigAsset Animator::Rig::get()
{
auto rig = GetNativeComponent()->GetRig();
return rig ? RigAsset(rig) : RigAsset();
}
void Animator::Rig::set(RigAsset value)
{
if (value)
{
GetNativeComponent()->SetRig(Handle<SHRig>());
}
else
{
GetNativeComponent()->SetRig(value.NativeObject);
}
}
AnimationClipAsset Animator::Clip::get()
{
auto clip = GetNativeComponent()->GetCurrentClip();
return clip ? AnimationClipAsset(clip) : AnimationClipAsset();
}
void Animator::Clip::set(AnimationClipAsset value)
{
if (value)
{
GetNativeComponent()->SetClip(Handle<SHAnimationClip>());
}
else
{
GetNativeComponent()->SetClip(value.NativeObject);
}
}
bool Animator::IsPlaying::get()
{
return GetNativeComponent()->IsPlaying();
}
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
void Animator::Play()
{
GetNativeComponent()->Play();
}
void Animator::Play(AnimationClipAsset clip)
{
GetNativeComponent()->Play();
}
void Animator::PlayFromStart()
{
GetNativeComponent()->PlayFromStart();
}
void Animator::Pause()
{
GetNativeComponent()->Pause();
}
void Animator::Stop()
{
GetNativeComponent()->Stop();
}
}

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@ -0,0 +1,100 @@
/************************************************************************************//*!
\file Animator.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 31, 2023
\brief Contains the definition of the managed Animator class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// External Dependencies
#include "Animation/SHAnimatorComponent.h"
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
#include "Assets/RigAsset.hxx"
#include "Assets/AnimationClipAsset.hxx"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHAnimatorComponent.
/// </summary>
public ref class Animator : public Component<SHAnimatorComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Animator Component that represents a native Animator
/// component tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
Animator(Entity entity);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// The current animation rig used to animate models for this Animator.
/// </summary>
property RigAsset Rig
{
RigAsset get();
void set(RigAsset asset);
}
/// <summary>
/// The current animation clip that is played on the animation rig and model for
/// this Animator.
/// </summary>
property AnimationClipAsset Clip
{
AnimationClipAsset get();
void set(AnimationClipAsset asset);
}
/// <summary>
/// Whether an animation is currently playing.
/// </summary>
property bool IsPlaying
{
bool get();
}
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Plays the currently loaded animation from the last time.
/// </summary>
void Play();
/// <summary>
/// Plays the specified animation clip from the start.
/// </summary>
/// <param name="clip">Animation clip to play.</param>
void Play(AnimationClipAsset clip);
/// <summary>
/// Plays the currently loaded animation clip from the start.
/// </summary>
void PlayFromStart();
/// <summary>
/// Pauses the animation at the current time.
/// </summary>
void Pause();
/// <summary>
/// Stops the animation and resets the play time back to 0.
/// </summary>
void Stop();
};
}

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@ -66,7 +66,7 @@ namespace SHADE
}
/*---------------------------------------------------------------------------------*/
/* Properties */
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
void Renderable::SetMaterial(MaterialAsset materialAsset)
{

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@ -71,7 +71,7 @@ namespace SHADE
}
/*-----------------------------------------------------------------------------*/
/* Usage functions */
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Sets the Material used by this Renderable to be an instance of the specified

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@ -18,6 +18,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Editor/Editor.hxx"
// STL Includes
#include <memory>
#include <string>
// Project Headers
#include "Components/Component.hxx"
#include "Scripts/ScriptStore.hxx"
@ -30,7 +31,8 @@ of DigiPen Institute of Technology is prohibited.
#include "RangeAttribute.hxx"
#include "Math/Vector2.hxx"
#include "Math/Vector3.hxx"
#include <string>
#include "Assets/RigAsset.hxx"
#include "Assets/AnimationClipAsset.hxx"
// Using Directives
using namespace System;
@ -162,24 +164,26 @@ namespace SHADE
bool isHovered = false;
const bool MODIFIED_PRIMITIVE =
renderSpecificField<int , Int16 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Int32 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Int64 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt16 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt32 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt64 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Byte >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<bool , bool >(field, object, SHEditorUI::InputCheckbox, &isHovered) ||
renderSpecificField<float , float >(field, object, SHEditorUI::InputFloat , &isHovered) ||
renderSpecificField<double , double >(field, object, SHEditorUI::InputDouble , &isHovered) ||
renderSpecificField<SHVec2 , Vector2 >(field, object, SHEditorUI::InputVec2 , &isHovered) ||
renderSpecificField<SHVec3 , Vector3 >(field, object, SHEditorUI::InputVec3 , &isHovered) ||
renderSpecificField<uint32_t , GameObject >(field, object, nullptr , &isHovered) ||
renderSpecificField<std::string, System::String^>(field, object, nullptr , &isHovered) ||
renderSpecificField<int , System::Enum >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , FontAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , MeshAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , MaterialAsset >(field, object, nullptr , &isHovered);
renderSpecificField<int , Int16 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Int32 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Int64 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt16 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt32 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , UInt64 >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<int , Byte >(field, object, SHEditorUI::InputInt , &isHovered) ||
renderSpecificField<bool , bool >(field, object, SHEditorUI::InputCheckbox, &isHovered) ||
renderSpecificField<float , float >(field, object, SHEditorUI::InputFloat , &isHovered) ||
renderSpecificField<double , double >(field, object, SHEditorUI::InputDouble , &isHovered) ||
renderSpecificField<SHVec2 , Vector2 >(field, object, SHEditorUI::InputVec2 , &isHovered) ||
renderSpecificField<SHVec3 , Vector3 >(field, object, SHEditorUI::InputVec3 , &isHovered) ||
renderSpecificField<uint32_t , GameObject >(field, object, nullptr , &isHovered) ||
renderSpecificField<std::string, System::String^ >(field, object, nullptr , &isHovered) ||
renderSpecificField<int , System::Enum >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , FontAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , MeshAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , MaterialAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , RigAsset >(field, object, nullptr , &isHovered) ||
renderSpecificField<AssetID , AnimationClipAsset>(field, object, nullptr , &isHovered);
if (!MODIFIED_PRIMITIVE)
{
@ -323,24 +327,26 @@ namespace SHADE
bool modified;
const bool RENDERED =
renderFieldEditor<int , Int16 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Int32 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Int64 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt16 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt32 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt64 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Byte >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<bool , bool >(fieldName, object, SHEditorUI::InputCheckbox, nullptr, rangeAttrib, modified) ||
renderFieldEditor<float , float >(fieldName, object, SHEditorUI::InputFloat , nullptr, rangeAttrib, modified) ||
renderFieldEditor<double , double >(fieldName, object, SHEditorUI::InputDouble , nullptr, rangeAttrib, modified) ||
renderFieldEditor<SHVec2 , Vector2 >(fieldName, object, SHEditorUI::InputVec2 , nullptr, rangeAttrib, modified) ||
renderFieldEditor<SHVec3 , Vector3 >(fieldName, object, SHEditorUI::InputVec3 , nullptr, rangeAttrib, modified) ||
renderFieldEditor<uint32_t , GameObject >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<std::string, System::String^>(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , System::Enum >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , FontAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , MeshAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , MaterialAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified);
renderFieldEditor<int , Int16 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Int32 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Int64 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt16 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt32 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , UInt64 >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , Byte >(fieldName, object, SHEditorUI::InputInt , nullptr, rangeAttrib, modified) ||
renderFieldEditor<bool , bool >(fieldName, object, SHEditorUI::InputCheckbox, nullptr, rangeAttrib, modified) ||
renderFieldEditor<float , float >(fieldName, object, SHEditorUI::InputFloat , nullptr, rangeAttrib, modified) ||
renderFieldEditor<double , double >(fieldName, object, SHEditorUI::InputDouble , nullptr, rangeAttrib, modified) ||
renderFieldEditor<SHVec2 , Vector2 >(fieldName, object, SHEditorUI::InputVec2 , nullptr, rangeAttrib, modified) ||
renderFieldEditor<SHVec3 , Vector3 >(fieldName, object, SHEditorUI::InputVec3 , nullptr, rangeAttrib, modified) ||
renderFieldEditor<uint32_t , GameObject >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<std::string, System::String^ >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<int , System::Enum >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , FontAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , MeshAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , MaterialAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified)||
renderFieldEditor<AssetID , RigAsset >(fieldName, object, nullptr , nullptr, rangeAttrib, modified) ||
renderFieldEditor<AssetID , AnimationClipAsset>(fieldName, object, nullptr , nullptr, rangeAttrib, modified);
return modified;
}

View File

@ -23,6 +23,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Assets/FontAsset.hxx"
#include "Assets/MeshAsset.hxx"
#include "Assets/MaterialAsset.hxx"
#include "Assets/RigAsset.hxx"
#include "Assets/AnimationClipAsset.hxx"
namespace SHADE
{
@ -237,6 +239,30 @@ namespace SHADE
return true;
}
return false;
}
template<>
bool Editor::renderFieldEditorInternal<AssetID, RigAsset>(const std::string& fieldName, interior_ptr<RigAsset> managedValPtr, EditorFieldFunc<uint32_t>, bool* isHovered, RangeAttribute^)
{
uint32_t assetId = managedValPtr->NativeAssetID;
if (SHEditorUI::InputAssetField(fieldName, assetId, AssetType::MODEL, isHovered))
{
*managedValPtr = RigAsset(assetId);
return true;
}
return false;
}
template<>
bool Editor::renderFieldEditorInternal<AssetID, AnimationClipAsset>(const std::string& fieldName, interior_ptr<AnimationClipAsset> managedValPtr, EditorFieldFunc<uint32_t>, bool* isHovered, RangeAttribute^)
{
uint32_t assetId = managedValPtr->NativeAssetID;
if (SHEditorUI::InputAssetField(fieldName, assetId, AssetType::MODEL, isHovered))
{
*managedValPtr = AnimationClipAsset(assetId);
return true;
}
return false;
}
}

View File

@ -22,6 +22,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Assets/MaterialAsset.hxx"
#include "Assets/MeshAsset.hxx"
#include "Scripts/Script.hxx"
#include "Assets/RigAsset.hxx"
#include "Assets/AnimationClipAsset.hxx"
/*-------------------------------------------------------------------------------------*/
/* File-Level Constants */
@ -144,24 +146,26 @@ namespace SHADE
YAML::Node fieldNode;
// Retrieve string for the YAML
const bool PRIMITIVE_SERIALIZED = fieldInsertYaml<System::Int16 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int32 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int64 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt16>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt32>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt64>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Byte >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<bool >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<float >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<double >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Enum >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::String>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector2 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector3 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<GameObject >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<FontAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MaterialAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MeshAsset >(fieldInfo, object, fieldNode);
const bool PRIMITIVE_SERIALIZED = fieldInsertYaml<System::Int16 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int32 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int64 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt16 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt32 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt64 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Byte >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<bool >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<float >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<double >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Enum >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::String >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector2 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector3 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<GameObject >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<FontAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MaterialAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MeshAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<RigAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<AnimationClipAsset>(fieldInfo, object, fieldNode);
// Serialization of more complex types
if (!PRIMITIVE_SERIALIZED)
@ -208,24 +212,26 @@ namespace SHADE
bool SerialisationUtilities::varInsertYaml(System::Object^ object, YAML::Node& fieldNode)
{
const bool INSERTED =
varInsertYamlInternal<System::Int16 >(object, fieldNode) ||
varInsertYamlInternal<System::Int32 >(object, fieldNode) ||
varInsertYamlInternal<System::Int64 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt16>(object, fieldNode) ||
varInsertYamlInternal<System::UInt32>(object, fieldNode) ||
varInsertYamlInternal<System::UInt64>(object, fieldNode) ||
varInsertYamlInternal<System::Byte >(object, fieldNode) ||
varInsertYamlInternal<bool >(object, fieldNode) ||
varInsertYamlInternal<float >(object, fieldNode) ||
varInsertYamlInternal<double >(object, fieldNode) ||
varInsertYamlInternal<System::Enum >(object, fieldNode) ||
varInsertYamlInternal<System::String>(object, fieldNode) ||
varInsertYamlInternal<Vector2 >(object, fieldNode) ||
varInsertYamlInternal<Vector3 >(object, fieldNode) ||
varInsertYamlInternal<GameObject >(object, fieldNode) ||
varInsertYamlInternal<FontAsset >(object, fieldNode) ||
varInsertYamlInternal<MaterialAsset >(object, fieldNode) ||
varInsertYamlInternal<MeshAsset >(object, fieldNode);
varInsertYamlInternal<System::Int16 >(object, fieldNode) ||
varInsertYamlInternal<System::Int32 >(object, fieldNode) ||
varInsertYamlInternal<System::Int64 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt16 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt32 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt64 >(object, fieldNode) ||
varInsertYamlInternal<System::Byte >(object, fieldNode) ||
varInsertYamlInternal<bool >(object, fieldNode) ||
varInsertYamlInternal<float >(object, fieldNode) ||
varInsertYamlInternal<double >(object, fieldNode) ||
varInsertYamlInternal<System::Enum >(object, fieldNode) ||
varInsertYamlInternal<System::String >(object, fieldNode) ||
varInsertYamlInternal<Vector2 >(object, fieldNode) ||
varInsertYamlInternal<Vector3 >(object, fieldNode) ||
varInsertYamlInternal<GameObject >(object, fieldNode) ||
varInsertYamlInternal<FontAsset >(object, fieldNode) ||
varInsertYamlInternal<MaterialAsset >(object, fieldNode) ||
varInsertYamlInternal<MeshAsset >(object, fieldNode) ||
varInsertYamlInternal<RigAsset >(object, fieldNode) ||
varInsertYamlInternal<AnimationClipAsset>(object, fieldNode);
return INSERTED;
}
@ -235,24 +241,26 @@ namespace SHADE
bool SerialisationUtilities::writeYamlIntoField(System::Reflection::FieldInfo^ fieldInfo, Object^ object, YAML::Node& node)
{
const bool ASSIGNED =
fieldAssignYaml<System::Int16> (fieldInfo, object, node) ||
fieldAssignYaml<System::Int32> (fieldInfo, object, node) ||
fieldAssignYaml<System::Int64> (fieldInfo, object, node) ||
fieldAssignYaml<System::UInt16>(fieldInfo, object, node) ||
fieldAssignYaml<System::UInt32>(fieldInfo, object, node) ||
fieldAssignYaml<System::UInt64>(fieldInfo, object, node) ||
fieldAssignYaml<System::Byte> (fieldInfo, object, node) ||
fieldAssignYaml<bool> (fieldInfo, object, node) ||
fieldAssignYaml<float> (fieldInfo, object, node) ||
fieldAssignYaml<double> (fieldInfo, object, node) ||
fieldAssignYaml<System::Enum> (fieldInfo, object, node) ||
fieldAssignYaml<System::String>(fieldInfo, object, node) ||
fieldAssignYaml<Vector2> (fieldInfo, object, node) ||
fieldAssignYaml<Vector3> (fieldInfo, object, node) ||
fieldAssignYaml<GameObject> (fieldInfo, object, node) ||
fieldAssignYaml<FontAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MaterialAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MeshAsset> (fieldInfo, object, node);
fieldAssignYaml<System::Int16> (fieldInfo, object, node) ||
fieldAssignYaml<System::Int32> (fieldInfo, object, node) ||
fieldAssignYaml<System::Int64> (fieldInfo, object, node) ||
fieldAssignYaml<System::UInt16> (fieldInfo, object, node) ||
fieldAssignYaml<System::UInt32> (fieldInfo, object, node) ||
fieldAssignYaml<System::UInt64> (fieldInfo, object, node) ||
fieldAssignYaml<System::Byte> (fieldInfo, object, node) ||
fieldAssignYaml<bool> (fieldInfo, object, node) ||
fieldAssignYaml<float> (fieldInfo, object, node) ||
fieldAssignYaml<double> (fieldInfo, object, node) ||
fieldAssignYaml<System::Enum> (fieldInfo, object, node) ||
fieldAssignYaml<System::String> (fieldInfo, object, node) ||
fieldAssignYaml<Vector2> (fieldInfo, object, node) ||
fieldAssignYaml<Vector3> (fieldInfo, object, node) ||
fieldAssignYaml<GameObject> (fieldInfo, object, node) ||
fieldAssignYaml<FontAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MaterialAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MeshAsset> (fieldInfo, object, node) ||
fieldAssignYaml<RigAsset> (fieldInfo, object, node) ||
fieldAssignYaml<AnimationClipAsset>(fieldInfo, object, node);
if (!ASSIGNED)
{
if (ReflectionUtilities::FieldIsList(fieldInfo))
@ -309,24 +317,26 @@ namespace SHADE
bool SerialisationUtilities::varAssignYaml(System::Object^% object, YAML::Node& node)
{
const bool DESERIALISED =
varAssignYamlInternal<System::Int16> (object, node) ||
varAssignYamlInternal<System::Int32> (object, node) ||
varAssignYamlInternal<System::Int64> (object, node) ||
varAssignYamlInternal<System::UInt16>(object, node) ||
varAssignYamlInternal<System::UInt32>(object, node) ||
varAssignYamlInternal<System::UInt64>(object, node) ||
varAssignYamlInternal<System::Byte> (object, node) ||
varAssignYamlInternal<bool> (object, node) ||
varAssignYamlInternal<float> (object, node) ||
varAssignYamlInternal<double> (object, node) ||
varAssignYamlInternal<System::Enum> (object, node) ||
varAssignYamlInternal<System::String>(object, node) ||
varAssignYamlInternal<Vector2> (object, node) ||
varAssignYamlInternal<Vector3> (object, node) ||
varAssignYamlInternal<GameObject> (object, node) ||
varAssignYamlInternal<FontAsset> (object, node) ||
varAssignYamlInternal<MaterialAsset> (object, node) ||
varAssignYamlInternal<MeshAsset> (object, node);
varAssignYamlInternal<System::Int16> (object, node) ||
varAssignYamlInternal<System::Int32> (object, node) ||
varAssignYamlInternal<System::Int64> (object, node) ||
varAssignYamlInternal<System::UInt16> (object, node) ||
varAssignYamlInternal<System::UInt32> (object, node) ||
varAssignYamlInternal<System::UInt64> (object, node) ||
varAssignYamlInternal<System::Byte> (object, node) ||
varAssignYamlInternal<bool> (object, node) ||
varAssignYamlInternal<float> (object, node) ||
varAssignYamlInternal<double> (object, node) ||
varAssignYamlInternal<System::Enum> (object, node) ||
varAssignYamlInternal<System::String> (object, node) ||
varAssignYamlInternal<Vector2> (object, node) ||
varAssignYamlInternal<Vector3> (object, node) ||
varAssignYamlInternal<GameObject> (object, node) ||
varAssignYamlInternal<FontAsset> (object, node) ||
varAssignYamlInternal<MaterialAsset> (object, node) ||
varAssignYamlInternal<MeshAsset> (object, node) ||
varAssignYamlInternal<RigAsset> (object, node) ||
varAssignYamlInternal<AnimationClipAsset>(object, node);
return DESERIALISED;
}
}

View File

@ -60,9 +60,11 @@ namespace SHADE
{
fieldNode = MAX_EID;
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, RigAsset> ||
std::is_same_v<FieldType, AnimationClipAsset>)
{
fieldNode = INVALID_ASSET_ID;
}
@ -130,7 +132,9 @@ namespace SHADE
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, RigAsset> ||
std::is_same_v<FieldType, AnimationClipAsset>)
{
if (object->GetType() == FieldType::typeid)
{
@ -256,7 +260,9 @@ namespace SHADE
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, RigAsset> ||
std::is_same_v<FieldType, AnimationClipAsset>)
{
if (object->GetType() == FieldType::typeid)
{