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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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@ -82,7 +82,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
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/// that we don't create a TSThread on the player if we don't
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/// need to.
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DECLARE_SHAPEASSET_ARRAY_REFACTOR(PlayerData, ShapeFP, ShapeBase::MaxMountedImages)
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AssetRef<ShapeAsset> shapeFPAssetRef[ShapeBase::MaxMountedImages];
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StringTableEntry imageAnimPrefixFP; ///< Passed along to mounted images to modify
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/// animation sequences played in first person. [optional]
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