physics shape and physics debris

This commit is contained in:
marauder2k7 2025-06-19 14:32:32 +01:00
parent 5d641929cf
commit 2b973abdcf
4 changed files with 47 additions and 43 deletions

View file

@ -74,7 +74,12 @@ PhysicsDebrisData::PhysicsDebrisData()
lifetime = 5.0f;
lifetimeVariance = 0.0f;
INIT_ASSET(Shape);
mShapeAsset.registerRefreshNotify(this);
}
PhysicsDebrisData::~PhysicsDebrisData()
{
mShapeAsset.unregisterRefreshNotify();
}
bool PhysicsDebrisData::onAdd()
@ -96,12 +101,12 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
{
// Create a dummy shape to force the generation of shaders and materials
// during the level load and not during gameplay.
TSShapeInstance *pDummy = new TSShapeInstance( mShape, !server );
TSShapeInstance *pDummy = new TSShapeInstance( getShape(), !server);
delete pDummy;
}
else
{
errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", mShapeAssetId);
errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", _getShapeAssetId());
return false;
}
@ -113,12 +118,9 @@ void PhysicsDebrisData::initPersistFields()
docsURL;
addGroup( "Shapes" );
addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
"@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
"Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
endGroup( "Shapes" );
addGroup("Rendering");
@ -216,7 +218,7 @@ void PhysicsDebrisData::packData(BitStream* stream)
stream->write( waterDampingScale );
stream->write( buoyancyDensity );
PACKDATA_ASSET(Shape);
PACKDATA_ASSET_REFACTOR(Shape);
}
void PhysicsDebrisData::unpackData(BitStream* stream)
@ -237,7 +239,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
stream->read( &waterDampingScale );
stream->read( &buoyancyDensity );
UNPACKDATA_ASSET(Shape);
UNPACKDATA_ASSET_REFACTOR(Shape);
}
DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
@ -248,7 +250,7 @@ DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
{
String errorStr;
object->_setShape(object->getShape());
object->_setShape(object->_getShapeAssetId());
if( !object->preload( false, errorStr ) )
Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
@ -362,7 +364,7 @@ bool PhysicsDebris::onAdd()
}
// Setup our bounding box
mObjBox = mDataBlock->mShape->mBounds;
mObjBox = mDataBlock->getShape()->mBounds;
resetWorldBox();
// Add it to the client scene.
@ -625,7 +627,7 @@ void PhysicsDebris::_createFragments()
if ( !mWorld )
return;
TSShape *shape = mDataBlock->mShape;
TSShape *shape = mDataBlock->getShape();
mShapeInstance = new TSShapeInstance( shape, true );
mShapeInstance->animate();
@ -699,7 +701,7 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
// 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
// 2. Collision node is a child of its visible mesh node
TSShape *shape = mDataBlock->mShape;
TSShape *shape = mDataBlock->getShape();
S32 itr = shape->nodes[colNode].parentIndex;
itr = shape->nodes[itr].firstChild;