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

@ -473,14 +473,23 @@ void SpawnSphere::unpackUpdate(NetConnection * con, BitStream * stream)
{
delete mShapeInstance;
ShapeBaseData *spawnedDatablock = dynamic_cast<ShapeBaseData *>(Sim::findObject(mSpawnDataBlock.c_str()));
if (spawnedDatablock && spawnedDatablock->getShape())
if (spawnedDatablock)
{
mShapeInstance = new TSShapeInstance(spawnedDatablock->getShape());
if (spawnedDatablock->shapeAssetRef.notNull())
{
Resource<TSShape> shape = spawnedDatablock->shapeAssetRef.assetPtr->getShapeResource();
if (shape)
mShapeInstance = new TSShapeInstance(shape);
}
}
else if (mDataBlock)
{
if (mDataBlock->getShape())
mShapeInstance = new TSShapeInstance(mDataBlock->getShape());
if (mDataBlock->shapeAssetRef.notNull())
{
Resource<TSShape> shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
if (shape)
mShapeInstance = new TSShapeInstance(shape);
}
}
}
stream->read(&mSpawnName);