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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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@ -144,11 +144,15 @@ bool ProximityMineData::preload( bool server, String& errorStr )
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}
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}
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if ( getShape() )
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if (shapeAssetRef.notNull())
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{
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// Lookup animation sequences
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armingSequence = getShape()->findSequence( "armed" );
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triggerSequence = getShape()->findSequence( "triggered" );
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Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
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if (shape)
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{
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// Lookup animation sequences
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armingSequence = shape->findSequence("armed");
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triggerSequence = shape->findSequence("triggered");
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}
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}
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return true;
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