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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -241,13 +241,13 @@ afxMagicMissileData::afxMagicMissileData()
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caster_safety_time = U32_MAX;
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mProjectileShapeAsset.registerRefreshNotify(this);
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projectileShapeAssetRef.assetPtr.registerRefreshNotify(this);
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projectileShape = NULL;
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}
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afxMagicMissileData::afxMagicMissileData(const afxMagicMissileData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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mProjectileShapeAsset = other.mProjectileShapeAsset;
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projectileShapeAssetRef = other.projectileShapeAssetRef;
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projectileShape = other.projectileShape; // -- TSShape loads using projectileShapeName
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CLONE_ASSET(ProjectileSound);
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splash = other.splash;
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@ -307,8 +307,6 @@ afxMagicMissileData::~afxMagicMissileData()
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{
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if (wiggle_axis)
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delete [] wiggle_axis;
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mProjectileShapeAsset.unregisterRefreshNotify();
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}
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afxMagicMissileData* afxMagicMissileData::cloneAndPerformSubstitutions(const SimObject* owner, S32 index)
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@ -338,7 +336,8 @@ void afxMagicMissileData::initPersistFields()
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static IRangeValidatorScaled ticksFromMS(TickMs, 0, MaxLifetimeTicks);
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addGroup("Shapes");
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(ProjectileShape, afxMagicMissileData, "Shape for the projectile");
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ADD_FIELD("projectileShapeAsset", TypeShapeAssetRef, Offset(projectileShapeAssetRef, afxMagicMissileData))
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.doc("Shape for the projectile");
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addField("scale", TypePoint3F, Offset(scale, afxMagicMissileData));
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addField("missileShapeScale", TypePoint3F, myOffset(scale));
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endGroup("Shapes");
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@ -531,16 +530,20 @@ bool afxMagicMissileData::preload(bool server, String &errorStr)
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if (Sim::findObject(lightDescId, lightDesc) == false)
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Con::errorf(ConsoleLogEntry::General, "afxMagicMissileData::preload: Invalid packet, bad datablockid(lightDesc): %d", lightDescId);
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}
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if (getProjectileShape())
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if (projectileShapeAssetRef.notNull())
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{
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TSShapeInstance* pDummy = new TSShapeInstance(getProjectileShape(), !server);
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delete pDummy;
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}
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else if (mProjectileShapeAsset.notNull())
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{
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errorStr = String::ToString("afxMagicMissileData::preload: Couldn't load shape \"%s\"", _getProjectileShapeAssetId());
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return false;
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Resource<TSShape> shape = projectileShapeAssetRef.assetPtr->getShapeResource();
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if (shape)
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{
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TSShapeInstance* pDummy = new TSShapeInstance(shape, !server);
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delete pDummy;
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}
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else
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{
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errorStr = String::ToString("afxMagicMissileData(%s)::preload: Couldn't load shape \"%s\"", getName(), projectileShapeAssetRef.assetId);
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return false;
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}
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}
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return true;
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@ -580,7 +583,7 @@ void afxMagicMissileData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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PACKDATA_ASSET_REFACTOR(ProjectileShape);
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AssetDatabase.packDataAsset(stream, projectileShapeAssetRef.assetId);
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/* From stock Projectile code...
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stream->writeFlag(faceViewer);
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@ -691,7 +694,7 @@ void afxMagicMissileData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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UNPACKDATA_ASSET_REFACTOR(ProjectileShape);
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projectileShapeAssetRef = AssetDatabase.unpackDataAsset(stream);
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/* From stock Projectile code...
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faceViewer = stream->readFlag();
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*/
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