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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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@ -281,7 +281,8 @@ RigidShapeData::RigidShapeData()
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dustTrailEmitter = NULL;
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dustTrailID = 0;
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_setShape(ShapeAsset::smNoShapeAssetFallback);
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shapeAssetRef = ShapeAsset::smNoShapeAssetFallback;
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}
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RigidShapeData::~RigidShapeData()
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@ -340,7 +341,7 @@ bool RigidShapeData::preload(bool server, String &errorStr)
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if (!collisionDetails.size() || collisionDetails[0] == -1)
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{
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Con::errorf("RigidShapeData::preload failed: Rigid shapes must define a collision-1 detail");
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errorStr = String::ToString("RigidShapeData: Couldn't load shape asset \"%s\"", getShapeAsset().getAssetId());
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errorStr = String::ToString("RigidShapeData: Couldn't load shape asset \"%s\"", shapeAssetRef.assetId);
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return false;
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}
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@ -1443,13 +1444,20 @@ void RigidShape::updateWorkingCollisionSet(const U32 mask)
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{
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PROFILE_SCOPE( Vehicle_UpdateWorkingCollisionSet );
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if (mDataBlock->shapeAssetRef.isNull())
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return;
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Resource<TSShape> shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
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if (!shape)
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return;
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// First, we need to adjust our velocity for possible acceleration. It is assumed
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// that we will never accelerate more than 20 m/s for gravity, plus 30 m/s for
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// jetting, and an equivalent 10 m/s for vehicle accel. We also assume that our
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// working list is updated on a Tick basis, which means we only expand our box by
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// the possible movement in that tick, plus some extra for caching purposes
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Box3F convexBox = mConvex.getBoundingBox(getTransform(), getScale());
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F32 len = (mRigid.linVelocity.len() + mDataBlock->getShape()->mRadius) * TickSec;
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F32 len = (mRigid.linVelocity.len() + shape->mRadius) * TickSec;
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F32 l = (len * 1.1) + 0.1; // fudge factor
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convexBox.minExtents -= Point3F(l, l, l);
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convexBox.maxExtents += Point3F(l, l, l);
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