Initial pass at implementing MaterialAsset macromagic utility functions and applies it to the renderMeshExample object as well as groundPlane

This commit is contained in:
Areloch 2020-12-27 23:24:29 -06:00
parent e9dba74891
commit c1cd217557
5 changed files with 131 additions and 113 deletions

View file

@ -64,9 +64,6 @@ public:
GroundPlane();
virtual ~GroundPlane();
static bool _setMaterialAsset(void* obj, const char* index, const char* data);
static bool _setMaterialName(void* obj, const char* index, const char* data);
virtual bool onAdd();
virtual void onRemove();
virtual U32 packUpdate( NetConnection* connection, U32 mask, BitStream* stream );
@ -81,8 +78,6 @@ public:
static void initPersistFields();
bool setMaterialAsset(const StringTableEntry materialAssetId);
virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
protected:
@ -109,11 +104,9 @@ private:
F32 mSquareSize; ///< World units per grid cell edge.
F32 mScaleU; ///< Scale factor for U texture coordinates.
F32 mScaleV; ///< Scale factor for V texture coordinates.
String mMaterialName; ///< Object name of material to use.
BaseMatInstance* mMaterial; ///< Instantiated material based on given material name.
AssetPtr<MaterialAsset> mMaterialAsset;
StringTableEntry mMaterialAssetId;
DECLARE_MATERIALASSET(GroundPlane, Material, -1);
PhysicsBody *mPhysicsRep;