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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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@ -381,7 +381,7 @@ struct ShapeBaseImageData: public GameBaseData, protected AssetPtrCallback
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F32 scriptAnimTransitionTime; ///< The amount of time to transition between the previous sequence and new sequence
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///< when the script prefix has changed.
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DECLARE_SHAPEASSET_ARRAY_REFACTOR(ShapeBaseImageData, Shape, MaxShapes) ///< Name of shape to render.
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AssetRef<ShapeAsset> shapeAssetRef[MaxShapes];
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StringTableEntry imageAnimPrefix; ///< Passed along to the mounting shape to modify
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/// animation sequences played in 3rd person. [optional]
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@ -556,7 +556,7 @@ public:
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F32 shadowProjectionDistance;
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F32 shadowSphereAdjust;
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DECLARE_SHAPEASSET_REFACTOR(ShapeBaseData, Shape)
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AssetRef<ShapeAsset> shapeAssetRef;
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StringTableEntry cloakTexName;
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@ -572,7 +572,7 @@ public:
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DebrisData * debris;
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S32 debrisID;
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DECLARE_SHAPEASSET_REFACTOR(ShapeBaseData, DebrisShape)
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AssetRef<ShapeAsset> debrisShapeAssetRef;
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ExplosionData* explosion;
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S32 explosionID;
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