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

@ -74,12 +74,11 @@ PhysicsDebrisData::PhysicsDebrisData()
lifetime = 5.0f;
lifetimeVariance = 0.0f;
mShapeAsset.registerRefreshNotify(this);
shapeAssetRef.assetPtr.registerRefreshNotify(this);
}
PhysicsDebrisData::~PhysicsDebrisData()
{
mShapeAsset.unregisterRefreshNotify();
}
bool PhysicsDebrisData::onAdd()
@ -97,17 +96,21 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
if ( server ) return true;
if ( getShape() )
if (!shapeAssetRef.isNull())
{
// Create a dummy shape to force the generation of shaders and materials
// during the level load and not during gameplay.
TSShapeInstance *pDummy = new TSShapeInstance( getShape(), !server);
delete pDummy;
}
else
{
errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", _getShapeAssetId());
return false;
Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
if (shape)
{
// Create a dummy shape to force the generation of shaders and materials
// during the level load and not during gameplay.
TSShapeInstance* pDummy = new TSShapeInstance(shape, !server);
delete pDummy;
}
else
{
errorStr = String::ToString("PhysicsDebrisData(%s)::preload: Couldn't load shape asset\"%s\"", getName(), shapeAssetRef.assetId);
return false;
}
}
return true;
@ -118,8 +121,9 @@ void PhysicsDebrisData::initPersistFields()
docsURL;
addGroup( "Shapes" );
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(shapeAssetRef, PhysicsDebrisData))
.doc("@brief Shape to use with this debris.\n\n"
"Compatable with Live-Asset Reloading.");
endGroup( "Shapes" );
@ -218,7 +222,7 @@ void PhysicsDebrisData::packData(BitStream* stream)
stream->write( waterDampingScale );
stream->write( buoyancyDensity );
PACKDATA_ASSET_REFACTOR(Shape);
AssetDatabase.packDataAsset(stream, shapeAssetRef.assetId);
}
void PhysicsDebrisData::unpackData(BitStream* stream)
@ -239,7 +243,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
stream->read( &waterDampingScale );
stream->read( &buoyancyDensity );
UNPACKDATA_ASSET_REFACTOR(Shape);
shapeAssetRef = AssetDatabase.unpackDataAsset(stream);
}
DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
@ -250,7 +254,7 @@ DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
{
String errorStr;
object->_setShape(object->_getShapeAssetId());
object->shapeAssetRef = object->shapeAssetRef.assetId;
if( !object->preload( false, errorStr ) )
Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
@ -356,6 +360,19 @@ bool PhysicsDebris::onAdd()
return false;
}
if ( !mDataBlock->shapeAssetRef.notNull() )
{
Con::errorf("PhysicsDebris::onAdd - Fail - No shape asset \"%s\"", mDataBlock->shapeAssetRef.assetId);
return false;
}
Resource<TSShape> shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
if (!shape)
{
Con::errorf("PhysicsDebris::onAdd - Fail - Unable to load shape asset \"%s\"", mDataBlock->shapeAssetRef.assetId);
return false;
}
// If it has a fixed lifetime then calculate it.
if ( mDataBlock->lifetime > 0.0f )
{
@ -364,7 +381,7 @@ bool PhysicsDebris::onAdd()
}
// Setup our bounding box
mObjBox = mDataBlock->getShape()->mBounds;
mObjBox = shape->mBounds;
resetWorldBox();
// Add it to the client scene.
@ -627,7 +644,7 @@ void PhysicsDebris::_createFragments()
if ( !mWorld )
return;
TSShape *shape = mDataBlock->getShape();
TSShape *shape = mDataBlock->shapeAssetRef.assetPtr->getShape();
mShapeInstance = new TSShapeInstance( shape, true );
mShapeInstance->animate();
@ -701,7 +718,7 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
// 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
// 2. Collision node is a child of its visible mesh node
TSShape *shape = mDataBlock->getShape();
TSShape *shape = mDataBlock->shapeAssetRef.assetPtr->getShape();
S32 itr = shape->nodes[colNode].parentIndex;
itr = shape->nodes[itr].firstChild;