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

@ -52,8 +52,8 @@ protected:
MouseState mMouseState;
DECLARE_SHAPEASSET_REFACTOR(GuiMaterialPreview, Model)
DECLARE_SHAPEASSET_REFACTOR(GuiMaterialPreview, MountedModel)
AssetRef<ShapeAsset> mShapeAssetRef;
AssetRef<ShapeAsset> mMountedShapeAssetRef;
TSShapeInstance* mModelInstance;
TSShapeInstance* mMountedModelInstance;
@ -110,8 +110,8 @@ public:
// For changing the ambient light color.
void setAmbientLightColor( F32 r, F32 g, F32 b );
void setObjectModel(const char * modelName);
void deleteModel();
void setObjectShape(const char * assetId);
void deleteShape();
void resetViewport();
void setOrbitDistance(F32 distance);