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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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@ -85,7 +85,13 @@ public:
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U32 packUpdate(NetConnection*, U32, BitStream*) override;
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void unpackUpdate(NetConnection*, BitStream*) override;
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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) { mIs_visible = flag; }
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DECLARE_CONOBJECT(afxStaticShape);
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