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

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