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

@ -657,11 +657,18 @@ void Item::setTransform(const MatrixF& mat)
//----------------------------------------------------------------------------
void Item::updateWorkingCollisionSet(const U32 mask, const F32 dt)
{
if (mDataBlock->shapeAssetRef.isNull())
return;
Resource<TSShape> shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
if (!shape)
return;
// It is assumed that we will never accelerate more than 10 m/s for gravity...
//
Point3F scaledVelocity = mVelocity * dt * TickSec;
F32 len = scaledVelocity.len();
F32 newLen = len + (mDataBlock->getShape()->mRadius * dt * TickSec);
F32 newLen = len + (shape->mRadius * dt * TickSec);
// Check to see if it is actually necessary to construct the new working list,
// or if we can use the cached version from the last query. We use the x