Adds ground work for materials properties manager and data

These classes work together to map a material name to an effect package such as bullet decals and emitters in order to be able to create a projectile and have all materials react accordingly
This commit is contained in:
marauder2k7 2026-05-16 16:26:23 +01:00
parent 0fc551b537
commit 75e366c0dd
3 changed files with 870 additions and 0 deletions

View file

@ -74,6 +74,11 @@
#include "assets/assetManager.h"
#endif
#ifndef _MATERIAL_PROPERTIES_MANAGER_H_
#include "materials/materialPropertiesManager.h"
#endif // !_MATERIAL_PROPERTIES_MANAGER_H_
DITTS( F32, gTimeScale, 1.0 );
DITTS( U32, gTimeAdvance, 0 );
DITTS( U32, gFrameSkip, 0 );
@ -284,6 +289,8 @@ void StandardMainLoop::init()
// Register the asset database as a module listener.
ModuleDatabase.addListener(&AssetDatabase);
MaterialFXManager.registerObject("MaterialFXManager");
ActionMap* globalMap = new ActionMap;
globalMap->registerObject("GlobalActionMap");
@ -310,6 +317,8 @@ void StandardMainLoop::shutdown()
delete tm;
preShutdown();
MaterialFXManager.unregisterObject();
// Unregister the module database.
ModuleDatabase.unregisterObject();