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:
JeffR 2026-05-31 01:19:26 -05:00
parent c2c5674fe9
commit b44158cb89
52 changed files with 1860 additions and 1086 deletions

View file

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#pragma once
#ifndef _SHAPEDATABLOCKEXAMPLE_H_
#define _SHAPEDATABLOCKEXAMPLE_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "T3D/assets/ShapeAsset.h"
struct ShapeDatablockExampleData : public GameBaseData, protected AssetPtrCallback
{
private:
typedef GameBaseData Parent;
public:
AssetRef<ShapeAsset> shapeAssetRef;
// The derived class should provide the following:
DECLARE_CONOBJECT(ShapeDatablockExampleData);
DECLARE_CATEGORY("Datablock");
ShapeDatablockExampleData();
ShapeDatablockExampleData(const ShapeDatablockExampleData&, bool = false);
~ShapeDatablockExampleData();
static void initPersistFields();
bool preload(bool server, String& errorStr) override;
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
protected:
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
{
reloadOnLocalClient();
}
};
class ShapeDatablockExample : public GameBase
{
typedef GameBase Parent;
ShapeDatablockExampleData* mDataBlock;
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
// The actual shape instance
TSShapeInstance* mShapeInstance;
public:
ShapeDatablockExample();
virtual ~ShapeDatablockExample();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(ShapeDatablockExample);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Handle when we are added to the scene and removed from the scene
bool onAdd() override;
void onRemove() override;
bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF & mat) override;
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection* conn, BitStream* stream) override;
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState* state) override;
void _onDatablockModified();
};
#endif