Files
FlaxEngine/Source/Engine/Content/Assets/SkeletonMask.cpp
Wojtek Figat bffb175a9b Code fixes
2025-06-07 01:25:22 +02:00

122 lines
3.1 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "SkeletonMask.h"
#include "Engine/Core/Log.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Content/Upgraders/SkeletonMaskUpgrader.h"
#include "Engine/Threading/Threading.h"
REGISTER_BINARY_ASSET_WITH_UPGRADER(SkeletonMask, "FlaxEngine.SkeletonMask", SkeletonMaskUpgrader, true);
SkeletonMask::SkeletonMask(const SpawnParams& params, const AssetInfo* info)
: BinaryAsset(params, info)
{
Skeleton.Unload.Bind<SkeletonMask, &SkeletonMask::OnSkeletonUnload>(this);
}
Asset::LoadResult SkeletonMask::load()
{
const auto dataChunk = GetChunk(0);
if (dataChunk == nullptr)
return LoadResult::MissingDataChunk;
MemoryReadStream stream(dataChunk->Get(), dataChunk->Size());
Guid skeletonId;
stream.Read(skeletonId);
int32 maskedNodesCount;
stream.ReadInt32(&maskedNodesCount);
_maskedNodes.Resize(maskedNodesCount);
for (auto& e : _maskedNodes)
{
stream.Read(e, -13);
}
Skeleton = skeletonId;
return LoadResult::Ok;
}
void SkeletonMask::unload(bool isReloading)
{
Skeleton = nullptr;
_maskedNodes.Resize(0);
_mask.Resize(0);
}
AssetChunksFlag SkeletonMask::getChunksToPreload() const
{
return GET_CHUNK_FLAG(0);
}
const BitArray<>& SkeletonMask::GetNodesMask()
{
if (_mask.IsEmpty() && Skeleton && !Skeleton->WaitForLoaded())
{
_mask.Resize(Skeleton->Skeleton.Nodes.Count());
for (int32 i = 0; i < _mask.Count(); i++)
{
_mask.Set(i, _maskedNodes.Contains(Skeleton->Skeleton.Nodes[i].Name));
}
}
return _mask;
}
#if USE_EDITOR
bool SkeletonMask::Save(const StringView& path)
{
if (OnCheckSave(path))
return true;
ScopeLock lock(Locker);
// Write data
MemoryWriteStream stream(4096);
const auto skeletonId = Skeleton.GetID();
stream.Write(skeletonId);
stream.WriteInt32(_maskedNodes.Count());
for (auto& e : _maskedNodes)
{
stream.Write(e, -13);
}
// Save
bool result;
if (IsVirtual())
{
FlaxChunk* tmpChunks[ASSET_FILE_DATA_CHUNKS];
Platform::MemoryClear(tmpChunks, sizeof(tmpChunks));
FlaxChunk chunk;
tmpChunks[0] = &chunk;
tmpChunks[0]->Data.Link(ToSpan(stream));
AssetInitData initData;
initData.SerializedVersion = SerializedVersion;
Platform::MemoryCopy(_header.Chunks, tmpChunks, sizeof(_header.Chunks));
result = path.HasChars() ? SaveAsset(path, initData) : SaveAsset(initData, true);
Platform::MemoryClear(_header.Chunks, sizeof(_header.Chunks));
}
else
{
auto chunk0 = GetChunk(0);
chunk0->Data.Copy(ToSpan(stream));
AssetInitData initData;
initData.SerializedVersion = SerializedVersion;
result = path.HasChars() ? SaveAsset(path, initData) : SaveAsset(initData, true);
chunk0->Data.Unlink();
}
return result;
}
#endif
void SkeletonMask::OnSkeletonUnload()
{
// Clear cached mask
_mask.Resize(0);
}