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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
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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@ -245,9 +245,11 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
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if (!Parent::preload(server, errorStr))
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return false;
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Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
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// We have mShape at this point. Resolve nodes.
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scanNode = getShape()->findNode("scanPoint");
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aimNode = getShape()->findNode("aimPoint");
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scanNode = shape->findNode("scanPoint");
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aimNode = shape->findNode("aimPoint");
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if (scanNode == -1) scanNode = pitchNode;
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if (scanNode == -1) scanNode = headingNode;
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@ -259,7 +261,7 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
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for (U32 j = 0; j < MaxStates; j++) {
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StateData& s = state[j];
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if (stateSequence[j] && stateSequence[j][0])
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s.sequence = getShape()->findSequence(stateSequence[j]);
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s.sequence = shape->findSequence(stateSequence[j]);
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if (s.sequence != -1)
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{
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// This state has an animation sequence
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@ -216,36 +216,43 @@ bool TurretShapeData::preload(bool server, String &errorStr)
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if (!Parent::preload(server, errorStr))
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return false;
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if (shapeAssetRef.isNull())
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return false;
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Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
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if (!shape)
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return false;
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// We have mShape at this point. Resolve nodes.
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headingNode = getShape()->findNode("heading");
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pitchNode = getShape()->findNode("pitch");
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headingNode = shape->findNode("heading");
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pitchNode = shape->findNode("pitch");
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// Find any mirror pitch nodes
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for (U32 i = 0; i < NumMirrorDirectionNodes; ++i)
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{
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char name[32];
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dSprintf(name, 31, "pitch%d", i+1);
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pitchNodes[i] = getShape()->findNode(name);
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pitchNodes[i] = shape->findNode(name);
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dSprintf(name, 31, "heading%d", i+1);
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headingNodes[i] = getShape()->findNode(name);
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headingNodes[i] = shape->findNode(name);
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}
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// Resolve weapon mount point node indexes
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for (U32 i = 0; i < ShapeBase::MaxMountedImages; i++) {
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char fullName[256];
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dSprintf(fullName,sizeof(fullName),"weaponMount%d",i);
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weaponMountNode[i] = getShape()->findNode(fullName);
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weaponMountNode[i] = shape->findNode(fullName);
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}
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// Recoil animations
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recoilSequence[0] = getShape()->findSequence("light_recoil");
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recoilSequence[1] = getShape()->findSequence("medium_recoil");
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recoilSequence[2] = getShape()->findSequence("heavy_recoil");
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recoilSequence[0] = shape->findSequence("light_recoil");
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recoilSequence[1] = shape->findSequence("medium_recoil");
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recoilSequence[2] = shape->findSequence("heavy_recoil");
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// Optional sequences used when the turret rotates
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pitchSequence = getShape()->findSequence("pitch");
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headingSequence = getShape()->findSequence("heading");
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pitchSequence = shape->findSequence("pitch");
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headingSequence = shape->findSequence("heading");
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return true;
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}
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