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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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@ -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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