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