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

@ -850,9 +850,6 @@ ConsoleSetType(TypeParticleList)
const char* values = argv[0];
numUnits = StringUnit::getUnitCount(values, " ");
if (numUnits > 1)
bool dafgdf = true;
for (U32 i = 0; i < numUnits; i++)
{
const char* value = StringUnit::getUnit(values, i, " ");
@ -877,7 +874,6 @@ ConsoleSetType(TypeParticleList)
Con::printf("TypeParticleList vec results: %s", testVec[x]);
}
}
bool test = false;
}
#ifdef TORQUE_TOOLS