mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-05 21:16:40 +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.
This commit is contained in:
parent
c2c5674fe9
commit
b44158cb89
52 changed files with 1860 additions and 1086 deletions
|
|
@ -36,7 +36,7 @@
|
|||
IMPLEMENT_CO_NETOBJECT_V1(RenderShapeExample);
|
||||
|
||||
ConsoleDocClass( RenderShapeExample,
|
||||
"@brief An example scene object which renders a DTS.\n\n"
|
||||
"@brief An example scene object which renders a shape asset.\n\n"
|
||||
"This class implements a basic SceneObject that can exist in the world at a "
|
||||
"3D position and render itself. There are several valid ways to render an "
|
||||
"object in Torque. This class makes use of the 'TS' (three space) shape "
|
||||
|
|
@ -74,7 +74,9 @@ void RenderShapeExample::initPersistFields()
|
|||
docsURL;
|
||||
Parent::initPersistFields();
|
||||
addGroup( "Shapes" );
|
||||
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, RenderShapeExample, "The path to the shape file.")
|
||||
ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(mShapeAssetRef, RenderShapeExample))
|
||||
.doc("The shape asset to render.")
|
||||
.network(UpdateMask);
|
||||
endGroup( "Shapes" );
|
||||
|
||||
// SceneObject already handles exposing the transform
|
||||
|
|
@ -83,10 +85,6 @@ void RenderShapeExample::initPersistFields()
|
|||
void RenderShapeExample::inspectPostApply()
|
||||
{
|
||||
Parent::inspectPostApply();
|
||||
|
||||
// Flag the network mask to send the updates
|
||||
// to the client object
|
||||
setMaskBits( UpdateMask );
|
||||
}
|
||||
|
||||
bool RenderShapeExample::onAdd()
|
||||
|
|
@ -146,7 +144,7 @@ U32 RenderShapeExample::packUpdate( NetConnection *conn, U32 mask, BitStream *st
|
|||
// Write out any of the updated editable properties
|
||||
if ( stream->writeFlag( mask & UpdateMask ) )
|
||||
{
|
||||
PACK_ASSET_REFACTOR(conn, Shape);
|
||||
AssetDatabase.packUpdateAsset(conn, mask, stream, mShapeAssetRef.assetId);
|
||||
|
||||
// Allow the server object a chance to handle a new shape
|
||||
createShape();
|
||||
|
|
@ -170,7 +168,7 @@ void RenderShapeExample::unpackUpdate(NetConnection *conn, BitStream *stream)
|
|||
|
||||
if ( stream->readFlag() ) // UpdateMask
|
||||
{
|
||||
UNPACK_ASSET_REFACTOR(conn, Shape);
|
||||
mShapeAssetRef = AssetDatabase.unpackUpdateAsset(conn, stream);
|
||||
|
||||
if ( isProperlyAdded() )
|
||||
createShape();
|
||||
|
|
@ -182,28 +180,35 @@ void RenderShapeExample::unpackUpdate(NetConnection *conn, BitStream *stream)
|
|||
//-----------------------------------------------------------------------------
|
||||
void RenderShapeExample::createShape()
|
||||
{
|
||||
if ( mShapeAsset.isNull() )
|
||||
return;
|
||||
|
||||
// Clean up our previous shape
|
||||
if ( mShapeInstance )
|
||||
SAFE_DELETE( mShapeInstance );
|
||||
|
||||
if (!mShapeAssetRef.hasAssetId()) //literally nothing to do here
|
||||
return;
|
||||
|
||||
Resource<TSShape> shape;
|
||||
|
||||
if (mShapeAssetRef.assetPtr.notNull())
|
||||
shape = mShapeAssetRef.assetPtr->getShapeResource();
|
||||
else
|
||||
shape = ShapeAsset::smNoShapeAssetFallbackAssetPtr->getShapeResource();
|
||||
|
||||
// Attempt to preload the Materials for this shape
|
||||
if ( isClientObject() &&
|
||||
!getShape()->preloadMaterialList(getShapeFile()) &&
|
||||
!mShapeAssetRef.assetPtr->preloadMaterialList() &&
|
||||
NetConnection::filesWereDownloaded() )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Update the bounding box
|
||||
mObjBox = getShape()->mBounds;
|
||||
mObjBox = shape->mBounds;
|
||||
resetWorldBox();
|
||||
setRenderTransform(mObjToWorld);
|
||||
|
||||
// Create the TSShapeInstance
|
||||
mShapeInstance = new TSShapeInstance(getShape(), isClientObject() );
|
||||
mShapeInstance = new TSShapeInstance(shape, isClientObject() );
|
||||
}
|
||||
|
||||
void RenderShapeExample::prepRenderImage( SceneRenderState *state )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue