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

@ -78,12 +78,11 @@ PhysicsShapeData::PhysicsShapeData()
buoyancyDensity( 0.0f ),
simType( SimType_ClientServer )
{
mShapeAsset.registerRefreshNotify(this);
shapeAsset.assetPtr.registerRefreshNotify(this);
}
PhysicsShapeData::~PhysicsShapeData()
{
mShapeAsset.unregisterRefreshNotify();
}
void PhysicsShapeData::initPersistFields()
@ -91,8 +90,9 @@ void PhysicsShapeData::initPersistFields()
docsURL;
addGroup("Shapes");
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
"Compatable with Live-Asset Reloading. ")
ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(shapeAsset, PhysicsShapeData))
. doc("@brief Shape asset to be used with this physics object.\n\n"
"Compatable with Live-Asset Reloading. ");
addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
"@brief Name of a PhysicsDebrisData to spawn when this shape is destroyed (optional)." );
@ -181,7 +181,7 @@ void PhysicsShapeData::packData( BitStream *stream )
{
Parent::packData( stream );
PACKDATA_ASSET_REFACTOR(Shape);
AssetDatabase.packDataAsset(stream, shapeAsset.assetId);
stream->write( mass );
stream->write( dynamicFriction );
@ -205,7 +205,7 @@ void PhysicsShapeData::unpackData( BitStream *stream )
{
Parent::unpackData(stream);
UNPACKDATA_ASSET_REFACTOR(Shape);
shapeAsset = AssetDatabase.unpackDataAsset(stream);
stream->read( &mass );
stream->read( &dynamicFriction );
@ -242,27 +242,28 @@ void PhysicsShapeData::onRemove()
void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
{
U32 assetStatus = ShapeAsset::getAssetErrCode(mShapeAsset);
U32 assetStatus = ShapeAsset::getAssetErrCode(shapeAsset.assetPtr);
if (assetStatus != AssetBase::Ok && assetStatus != AssetBase::UsingFallback)
{
return;
}
if ( path != Path(mShapeAsset->getShapeFile()) )
if ( path != Path(shapeAsset.assetPtr->getShapeFile()) )
return;
_setShape(_getShapeAssetId());
shapeAsset = shapeAsset.assetId;
// Reload the changed shape.
PhysicsCollisionRef reloadcolShape;
if ( !getShape())
Resource<TSShape> shape = shapeAsset.assetPtr->getShapeResource();
if ( !shape)
{
Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
return;
}
// Reload the collision shape.
reloadcolShape = getShape()->buildColShape( false, Point3F::One );
reloadcolShape = shape->buildColShape( false, Point3F::One );
if ( bool(reloadcolShape))
colShape = reloadcolShape;
@ -283,34 +284,41 @@ bool PhysicsShapeData::preload( bool server, String &errorBuffer )
return false;
}
bool shapeError = false;
if (getShape())
if (shapeAsset.isNull())
{
if (!server && !getShape()->preloadMaterialList(getShapeFile()) && NetConnection::filesWereDownloaded())
errorBuffer = String::ToString("PhysicsShapeData::preload(%s) - No shape asset!", getName());
return false;
}
bool shapeError = false;
Resource<TSShape> shape = shapeAsset.assetPtr->getShapeResource();
if (shape)
{
if (!server && !shapeAsset.assetPtr->preloadMaterialList() && NetConnection::filesWereDownloaded())
shapeError = true;
}
else
{
errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", _getShapeAssetId());
errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape! AssetId \"%s\"", shapeAsset.assetId);
return false;
}
// Prepare the shared physics collision shape.
if ( !colShape && getShape())
if ( !colShape && shape)
{
colShape = getShape()->buildColShape( false, Point3F::One );
colShape = shape->buildColShape( false, Point3F::One );
// If we got here and didn't get a collision shape then
// we need to fail... can't have a shape without collision.
if ( !colShape )
{
//no collision so we create a simple box collision shape from the shapes bounds and alert the user
Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", _getShapeAssetId());
Point3F halfWidth = getShape()->mBounds.getExtents() * 0.5f;
Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", shapeAsset.assetId);
Point3F halfWidth = shape->mBounds.getExtents() * 0.5f;
colShape = PHYSICSMGR->createCollision();
MatrixF centerXfm(true);
centerXfm.setPosition(getShape()->mBounds.getCenter());
centerXfm.setPosition(shape->mBounds.getCenter());
colShape->addBox(halfWidth, centerXfm);
return true;
}
@ -703,11 +711,12 @@ bool PhysicsShape::_createShape()
mAmbientSeq = -1;
PhysicsShapeData *db = getDataBlock();
if ( !db || !db->getShape())
Resource<TSShape> shape;
if ( !db || !(shape = db->shapeAsset.assetPtr->getShapeResource()))
return false;
// Set the world box.
mObjBox = db->getShape()->mBounds;
mObjBox = shape->mBounds;
resetWorldBox();
// If this is the server and its a client only simulation
@ -721,11 +730,11 @@ bool PhysicsShape::_createShape()
}
// Create the shape instance.
mShapeInst = new TSShapeInstance( db->getShape(), isClientObject() );
mShapeInst = new TSShapeInstance(shape, isClientObject() );
if ( isClientObject() )
{
mAmbientSeq = db->getShape()->findSequence( "ambient" );
mAmbientSeq = shape->findSequence( "ambient" );
_initAmbient();
}