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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
103
Engine/source/T3D/examples/shapeDatablockExample.h
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Engine/source/T3D/examples/shapeDatablockExample.h
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#pragma once
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#ifndef _SHAPEDATABLOCKEXAMPLE_H_
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#define _SHAPEDATABLOCKEXAMPLE_H_
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef _TSSHAPEINSTANCE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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#include "T3D/assets/ShapeAsset.h"
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struct ShapeDatablockExampleData : public GameBaseData, protected AssetPtrCallback
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{
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private:
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typedef GameBaseData Parent;
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public:
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AssetRef<ShapeAsset> shapeAssetRef;
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// The derived class should provide the following:
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DECLARE_CONOBJECT(ShapeDatablockExampleData);
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DECLARE_CATEGORY("Datablock");
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ShapeDatablockExampleData();
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ShapeDatablockExampleData(const ShapeDatablockExampleData&, bool = false);
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~ShapeDatablockExampleData();
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static void initPersistFields();
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bool preload(bool server, String& errorStr) override;
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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protected:
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void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
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{
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reloadOnLocalClient();
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}
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};
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class ShapeDatablockExample : public GameBase
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{
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typedef GameBase Parent;
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ShapeDatablockExampleData* mDataBlock;
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// Networking masks
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// We need to implement a mask specifically to handle
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// updating our transform from the server object to its
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// client-side "ghost". We also need to implement a
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// maks for handling editor updates to our properties
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// (like material).
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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UpdateMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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// The actual shape instance
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TSShapeInstance* mShapeInstance;
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public:
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ShapeDatablockExample();
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virtual ~ShapeDatablockExample();
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// Declare this object as a ConsoleObject so that we can
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// instantiate it into the world and network it
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DECLARE_CONOBJECT(ShapeDatablockExample);
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//--------------------------------------------------------------------------
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// Object Editing
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// Since there is always a server and a client object in Torque and we
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// actually edit the server object we need to implement some basic
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// networking functions
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//--------------------------------------------------------------------------
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// Set up any fields that we want to be editable (like position)
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static void initPersistFields();
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// Handle when we are added to the scene and removed from the scene
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bool onAdd() override;
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void onRemove() override;
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bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
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// Override this so that we can dirty the network flag when it is called
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void setTransform(const MatrixF & mat) override;
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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection* conn, BitStream* stream) override;
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// This is the function that allows this object to submit itself for rendering
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void prepRenderImage(SceneRenderState* state) override;
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void _onDatablockModified();
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};
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#endif
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