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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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@ -163,7 +163,7 @@ bool VehicleData::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("VehicleData::preload failed: Vehicle models must define a collision-1 detail");
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errorStr = String::ToString("VehicleData: Couldn't load shape asset \"%s\"", getShapeAsset().getAssetId());
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errorStr = String::ToString("VehicleData: Couldn't load shape asset \"%s\"", shapeAssetRef.assetId);
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return false;
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}
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