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https://github.com/TorqueGameEngines/Torque3D.git
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Updated TSStatic to utilize the getShapeAsset utility functions, and shifted the loader logic to utilize ShapeAssets exclusively, having straight file names go through the utility function to find/process a relevent asset.
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5 changed files with 127 additions and 141 deletions
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@ -43,11 +43,6 @@
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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@ -179,18 +174,12 @@ protected:
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/// Start or stop processing ticks depending on our state.
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void _updateShouldTick();
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String cubeDescName;
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U32 cubeDescId;
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ReflectorDesc *reflectorDesc;
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CubeReflector mCubeReflector;
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protected:
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Convex *mConvexList;
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StringTableEntry mShapeName;
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U32 mShapeHash;
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Resource<TSShape> mShape;
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Vector<S32> mCollisionDetails;
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Vector<S32> mLOSDetails;
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TSShapeInstance *mShapeInstance;
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@ -261,7 +250,7 @@ public:
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bool allowPlayerStep() const { return mAllowPlayerStep; }
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Resource<TSShape> getShape() const { return mShape; }
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Resource<TSShape> getShape() const;
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StringTableEntry getShapeFileName() { return mShapeName; }
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void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; }
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