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

@ -245,9 +245,11 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
if (!Parent::preload(server, errorStr))
return false;
Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
// We have mShape at this point. Resolve nodes.
scanNode = getShape()->findNode("scanPoint");
aimNode = getShape()->findNode("aimPoint");
scanNode = shape->findNode("scanPoint");
aimNode = shape->findNode("aimPoint");
if (scanNode == -1) scanNode = pitchNode;
if (scanNode == -1) scanNode = headingNode;
@ -259,7 +261,7 @@ bool AITurretShapeData::preload(bool server, String &errorStr)
for (U32 j = 0; j < MaxStates; j++) {
StateData& s = state[j];
if (stateSequence[j] && stateSequence[j][0])
s.sequence = getShape()->findSequence(stateSequence[j]);
s.sequence = shape->findSequence(stateSequence[j]);
if (s.sequence != -1)
{
// This state has an animation sequence