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

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