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.
This commit is contained in:
JeffR 2026-05-31 01:19:26 -05:00
parent c2c5674fe9
commit b44158cb89
52 changed files with 1860 additions and 1086 deletions

View file

@ -54,15 +54,15 @@ ForestItemData::ForestItemData()
mDampingCoefficient( 0.7f )
{
mShape = NULL;
mShapeAsset.registerRefreshNotify(this);
shapeAssetRef.assetPtr.registerRefreshNotify(this);
}
void ForestItemData::initPersistFields()
{
docsURL;
addGroup( "Shapes" );
INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, ForestItemData, "Shape asset for this item type");
ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(shapeAssetRef, ForestItemData))
.doc("Shape asset for this item type");
endGroup( "Shapes" );
@ -163,7 +163,7 @@ void ForestItemData::packData(BitStream* stream)
stream->write( localName );
PACKDATA_ASSET_REFACTOR(Shape);
AssetDatabase.packDataAsset(stream, shapeAssetRef.assetId);
stream->writeFlag( mCollidable );
@ -189,7 +189,7 @@ void ForestItemData::unpackData(BitStream* stream)
stream->read( &localName );
setInternalName( localName );
UNPACKDATA_ASSET_REFACTOR(Shape);
shapeAssetRef = AssetDatabase.unpackDataAsset(stream);
mCollidable = stream->readFlag();

View file

@ -61,8 +61,8 @@ protected:
virtual void _preload() {}
public:
DECLARE_SHAPEASSET_REFACTOR(ForestItemData, Shape)
AssetRef<ShapeAsset> shapeAssetRef;
/// This is the radius used during placement to ensure
/// the element isn't crowded up against other trees.

View file

@ -99,13 +99,13 @@ void TSForestItemData::inspectPostApply()
void TSForestItemData::_onResourceChanged( const Torque::Path &path )
{
U32 assetStatus = ShapeAsset::getAssetErrCode(_getShapeAssetId());
U32 assetStatus = ShapeAsset::getAssetErrCode(shapeAssetRef.assetPtr);
if (assetStatus != AssetBase::Ok && assetStatus != AssetBase::UsingFallback)
{
return;
}
if ( path != Path(getShapeFile()) )
if ( path != Path(shapeAssetRef.assetPtr->getShapeFile()) )
return;
SAFE_DELETE( mShapeInstance );
@ -116,8 +116,11 @@ void TSForestItemData::_onResourceChanged( const Torque::Path &path )
void TSForestItemData::_loadShape()
{
mShape = getShape();
U32 assetStatus = ShapeAsset::getAssetErrCode(_getShapeAssetId());
if (shapeAssetRef.assetPtr.isNull())
return;
mShape = shapeAssetRef.assetPtr->getShape();
U32 assetStatus = ShapeAsset::getAssetErrCode(shapeAssetRef.assetPtr);
if (assetStatus != AssetBase::Ok && assetStatus != AssetBase::UsingFallback)
{
return;
@ -127,7 +130,7 @@ void TSForestItemData::_loadShape()
return;
if ( mIsClientObject &&
!mShape->preloadMaterialList(getShapeFile()) )
!mShape->preloadMaterialList(shapeAssetRef.assetPtr->getShapeFile()) )
return;
// Lets add an autobillboard detail if don't have one.
@ -165,7 +168,7 @@ TSShapeInstance* TSForestItemData::_getShapeInstance() const
void TSForestItemData::_checkLastDetail()
{
U32 assetStatus = ShapeAsset::getAssetErrCode(_getShapeAssetId());
U32 assetStatus = ShapeAsset::getAssetErrCode(shapeAssetRef.assetPtr);
if (assetStatus != AssetBase::Ok && assetStatus != AssetBase::UsingFallback)
{
return;
@ -177,7 +180,7 @@ void TSForestItemData::_checkLastDetail()
// TODO: Expose some real parameters to the datablock maybe?
if ( detail->subShapeNum != -1 )
{
mShape->addImposter(getShapeFile(), 10, 4, 0, 0, 256, 0, 0);
mShape->addImposter(shapeAssetRef.assetPtr->getShapeFile(), 10, 4, 0, 0, 256, 0, 0);
// HACK: If i don't do this it crashes!
while ( mShape->detailCollisionAccelerators.size() < mShape->details.size() )