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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
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@ -239,7 +239,7 @@ ExplosionData::ExplosionData()
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explosionScale.set(1.0f, 1.0f, 1.0f);
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playSpeed = 1.0f;
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mExplosionShapeAsset.registerRefreshNotify(this);
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explosionShapeAssetRef.assetPtr.registerRefreshNotify(this);
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explosionAnimation = -1;
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@ -315,7 +315,7 @@ ExplosionData::ExplosionData(const ExplosionData& other, bool temp_clone) : Game
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particleEmitterId = other.particleEmitterId; // -- for pack/unpack of particleEmitter ptr
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explosionScale = other.explosionScale;
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playSpeed = other.playSpeed;
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mExplosionShapeAsset = other.mExplosionShapeAsset;
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explosionShapeAssetRef = other.explosionShapeAssetRef;
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explosionAnimation = other.explosionAnimation; // -- from explosionShape sequence "ambient"
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dMemcpy( emitterList, other.emitterList, sizeof( emitterList ) );
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dMemcpy( emitterIDList, other.emitterIDList, sizeof( emitterIDList ) ); // -- for pack/unpack of emitterList ptrs
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@ -360,8 +360,6 @@ ExplosionData::~ExplosionData()
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if (!isTempClone())
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return;
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mExplosionShapeAsset.unregisterRefreshNotify();
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// particleEmitter, emitterList[*], debrisList[*], explosionList[*] will delete themselves
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#ifdef TRACK_EXPLOSION_DATA_CLONES
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@ -395,8 +393,9 @@ void ExplosionData::initPersistFields()
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{
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docsURL;
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addGroup("Shapes");
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(ExplosionShape, ExplosionData, "@brief Optional shape asset to place at the center of the explosion.\n\n"
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"The <i>ambient</i> animation of this model will be played automatically at the start of the explosion.");
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ADD_FIELD("explosionShapeAsset", TypeShapeAssetRef, Offset(explosionShapeAssetRef, ExplosionData))
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.doc("@brief Optional shape asset to place at the center of the explosion.\n\n"
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"The <i>ambient</i> animation of this model will be played automatically at the start of the explosion.");
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endGroup("Shapes");
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addGroup("Sounds");
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@ -673,7 +672,7 @@ void ExplosionData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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PACKDATA_ASSET_REFACTOR(ExplosionShape);
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AssetDatabase.packDataAsset(stream, explosionShapeAssetRef.assetId);
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//PACKDATA_SOUNDASSET(Sound);
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PACKDATA_ASSET(Sound);
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@ -778,7 +777,7 @@ void ExplosionData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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UNPACKDATA_ASSET_REFACTOR(ExplosionShape);
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explosionShapeAssetRef = AssetDatabase.unpackDataAsset(stream);
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UNPACKDATA_ASSET(Sound);
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@ -913,23 +912,21 @@ bool ExplosionData::preload(bool server, String &errorStr)
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}
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}
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if (getExplosionShape()) {
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// Resolve animations
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explosionAnimation = getExplosionShape()->findSequence("ambient");
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// Preload textures with a dummy instance...
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TSShapeInstance* pDummy = new TSShapeInstance(getExplosionShape(), !server);
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delete pDummy;
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}
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else if (mExplosionShapeAsset.notNull())
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if (!explosionShapeAssetRef.isNull())
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{
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errorStr = String::ToString("ExplosionData::preload: Couldn't load shape \"%s\"", _getExplosionShapeAssetId());
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return false;
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}
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else {
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explosionAnimation = -1;
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Resource<TSShape> shape = explosionShapeAssetRef.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 && !explosionShapeAssetRef.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("ExplosionData(%s)::preload: Couldn't load shape \"%s\"", getName(), explosionShapeAssetRef.assetId);
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return false;
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}
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}
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return true;
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@ -1417,8 +1414,12 @@ bool Explosion::explode()
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launchDebris( mInitialNormal );
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spawnSubExplosions();
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if (bool(mDataBlock->getExplosionShape()) && mDataBlock->explosionAnimation != -1) {
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mExplosionInstance = new TSShapeInstance(mDataBlock->getExplosionShape(), true);
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Resource<TSShape> eShape;
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if (mDataBlock->explosionShapeAssetRef.notNull())
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eShape = mDataBlock->explosionShapeAssetRef.assetPtr->getShapeResource();
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if (bool(eShape) && mDataBlock->explosionAnimation != -1) {
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mExplosionInstance = new TSShapeInstance(eShape, true);
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mExplosionThread = mExplosionInstance->addThread();
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mExplosionInstance->setSequence(mExplosionThread, mDataBlock->explosionAnimation, 0);
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@ -1428,7 +1429,7 @@ bool Explosion::explode()
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mEndingMS = U32(mExplosionInstance->getScaledDuration(mExplosionThread) * 1000.0f);
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mObjScale.convolve(mDataBlock->explosionScale);
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mObjBox = mDataBlock->getExplosionShape()->mBounds;
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mObjBox = eShape->mBounds;
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resetWorldBox();
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}
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