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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-08 13:14:33 +00:00
Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
Removed the old SHAPE_ASSET macros Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid. Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
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52 changed files with 1860 additions and 1086 deletions
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@ -116,7 +116,7 @@ DebrisData::DebrisData()
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terminalVelocity = 0.0f;
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ignoreWater = true;
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mShapeAsset.registerRefreshNotify(this);
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shapeAssetRef.assetPtr.registerRefreshNotify(this);
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}
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//#define TRACK_DEBRIS_DATA_CLONES
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@ -152,7 +152,7 @@ DebrisData::DebrisData(const DebrisData& other, bool temp_clone) : GameBaseData(
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terminalVelocity = other.terminalVelocity;
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ignoreWater = other.ignoreWater;
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mShapeAsset = other.mShapeAsset;
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shapeAssetRef = other.shapeAssetRef;
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textureName = other.textureName;
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explosionId = other.explosionId; // -- for pack/unpack of explosion ptr
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@ -190,8 +190,8 @@ DebrisData* DebrisData::cloneAndPerformSubstitutions(const SimObject* owner, S32
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}
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void DebrisData::onPerformSubstitutions()
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{
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_setShape(_getShapeAssetId());
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{
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shapeAssetRef = shapeAssetRef.assetId;
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}
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bool DebrisData::onAdd()
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@ -278,17 +278,21 @@ bool DebrisData::preload(bool server, String &errorStr)
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if( server ) return true;
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if (getShape())
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if (!shapeAssetRef.isNull())
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{
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TSShapeInstance* pDummy = new TSShapeInstance(getShape(), !server);
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delete pDummy;
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if (!server && !getShape()->preloadMaterialList(getShapeFile()) && NetConnection::filesWereDownloaded())
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Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
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if (shape)
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{
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TSShapeInstance* pDummy = new TSShapeInstance(shape, !server);
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delete pDummy;
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if (!server && !shapeAssetRef.assetPtr->preloadMaterialList() && NetConnection::filesWereDownloaded())
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return false;
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}
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else
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{
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errorStr = String::ToString("DebrisData(%s)::preload: Couldn't load shape \"%s\"", getName(), shapeAssetRef.assetId);
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return false;
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}
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else if (!mShapeAsset.isNull())
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{
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errorStr = String::ToString("DebrisData::load: Couldn't load shape \"%s\"", _getShapeAssetId());
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return false;
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}
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}
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return true;
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@ -305,7 +309,8 @@ void DebrisData::initPersistFields()
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addGroup("Shapes");
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addField("texture", TypeString, Offset(textureName, DebrisData),
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"@brief Texture imagemap to use for this debris object.\n\nNot used any more.\n", AbstractClassRep::FIELD_HideInInspectors);
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, DebrisData, "Shape to use for this debris object.");
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ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(shapeAssetRef, DebrisData))
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.doc("Shape to use for this debris object.");
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endGroup("Shapes");
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addGroup("Particle Effects");
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@ -390,7 +395,7 @@ void DebrisData::packData(BitStream* stream)
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stream->writeString( textureName );
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PACKDATA_ASSET_REFACTOR(Shape);
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AssetDatabase.packDataAsset(stream, shapeAssetRef.assetId);
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for( S32 i=0; i<DDC_NUM_EMITTERS; i++ )
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{
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@ -434,7 +439,7 @@ void DebrisData::unpackData(BitStream* stream)
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textureName = stream->readSTString();
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UNPACKDATA_ASSET_REFACTOR(Shape);
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shapeAssetRef = AssetDatabase.unpackDataAsset(stream);
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for( S32 i=0; i<DDC_NUM_EMITTERS; i++ )
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{
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@ -677,18 +682,19 @@ bool Debris::onAdd()
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mFriction = mDataBlock->friction;
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// Setup our bounding box
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if( mDataBlock->getShape())
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mObjBox = Box3F(Point3F(-1, -1, -1), Point3F(1, 1, 1));
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Resource<TSShape> shape;
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if( mDataBlock->shapeAssetRef.notNull())
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{
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mObjBox = mDataBlock->getShape()->mBounds;
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}
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else
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{
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mObjBox = Box3F(Point3F(-1, -1, -1), Point3F(1, 1, 1));
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shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
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if (shape)
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mObjBox = shape->mBounds;
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}
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if( mDataBlock->getShape())
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if(shape)
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{
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mShape = new TSShapeInstance( mDataBlock->getShape(), true);
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mShape = new TSShapeInstance(shape, true);
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}
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if( mPart )
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