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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-01 11:33:48 +00:00
@rextimmy fix for GuiWindowCtrl so they snap correctly again
Added asset loose files for editor and bake level files on level asset Correct return of ConsoleGetType on TypeShapeAssetPtr Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset Adds onInspect function behavior, so when object is inspected, it can do special editor behavior Adds callback for when editTSCtrl is resized Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float If assimp loader encounters error, it's output into the console log Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action Material and Shape assets now correctly base on current browsed folder Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better More theme corrections Updated TestGrid images asset defs to have proper loose file handling
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35 changed files with 619 additions and 295 deletions
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@ -48,6 +48,13 @@
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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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#ifndef SHAPEASSET_H
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#include "T3D/assets/ShapeAsset.h"
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#endif
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class TSShapeInstance;
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class TSThread;
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class TSStatic;
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@ -140,7 +147,9 @@ protected:
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
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bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
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void buildConvex(const Box3F& box, Convex* convex);
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bool setShapeAsset(const StringTableEntry shapeAssetId);
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bool _createShape();
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void _updatePhysics();
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@ -173,6 +182,9 @@ protected:
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Vector<S32> mLOSDetails;
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TSShapeInstance *mShapeInstance;
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AssetPtr<ShapeAsset> mShapeAsset;
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StringTableEntry mShapeAssetId;
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NetStringHandle mSkinNameHandle;
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String mAppliedSkinName;
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@ -210,6 +222,7 @@ public:
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DECLARE_CONOBJECT(TSStatic);
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static void initPersistFields();
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static bool _setShapeAsset(void* obj, const char* index, const char* data);
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static bool _setFieldSkin( void *object, const char* index, const char* data );
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static const char *_getFieldSkin( void *object, const char *data );
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@ -246,6 +259,8 @@ public:
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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virtual void onInspect(GuiInspector*);
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private:
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virtual void onStaticModified(const char* slotName, const char*newValue = NULL);
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protected:
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