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.

This commit is contained in:
Areloch 2020-03-21 00:36:49 -05:00
parent 6ade6f08ce
commit 7029024b8e
5 changed files with 127 additions and 141 deletions

View file

@ -43,11 +43,6 @@
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
@ -179,18 +174,12 @@ protected:
/// Start or stop processing ticks depending on our state.
void _updateShouldTick();
String cubeDescName;
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
CubeReflector mCubeReflector;
protected:
Convex *mConvexList;
StringTableEntry mShapeName;
U32 mShapeHash;
Resource<TSShape> mShape;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
TSShapeInstance *mShapeInstance;
@ -261,7 +250,7 @@ public:
bool allowPlayerStep() const { return mAllowPlayerStep; }
Resource<TSShape> getShape() const { return mShape; }
Resource<TSShape> getShape() const;
StringTableEntry getShapeFileName() { return mShapeName; }
void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; }