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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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@ -43,7 +43,7 @@ struct afxModelData : public GameBaseData, protected AssetPtrCallback
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{
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typedef GameBaseData Parent;
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DECLARE_SHAPEASSET_REFACTOR(afxModelData, Shape)
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AssetRef<ShapeAsset> shapeAssetRef;
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StringTableEntry sequence;
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@ -155,9 +155,21 @@ public:
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void setSequenceRateFactor(F32 factor);
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void setSortPriority(S8 priority) { sort_priority = priority; }
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const char* getShapeFileName() const { return mDataBlock->getShapeFile(); }
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const char* getShapeFileName() const
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{
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if (mDataBlock->shapeAssetRef.isNull())
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return "";
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return mDataBlock->shapeAssetRef.assetPtr->getShapeFile();
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}
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void setVisibility(bool flag) { is_visible = flag; }
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TSShape* getTSShape() { return mDataBlock->getShape(); }
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TSShape* getTSShape()
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{
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if (mDataBlock->shapeAssetRef.isNull())
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return nullptr;
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return mDataBlock->shapeAssetRef.assetPtr->getShape();
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}
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TSShapeInstance* getTSShapeInstance() { return shape_inst; }
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U32 setAnimClip(const char* clip, F32 pos, F32 rate, F32 trans);
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