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https://github.com/TorqueGameEngines/Torque3D.git
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Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing
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73 changed files with 4468 additions and 1876 deletions
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@ -95,16 +95,40 @@ public:
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Resource<TSShape> getShapeResource() { return mShape; }
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void SplitSequencePathAndName(String& srcPath, String& srcName);
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String getShapeFilename() { return mFileName; }
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StringTableEntry getShapeFilename() { return mFileName; }
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U32 getShapeFilenameHash() { return _StringTable::hashString(mFileName); }
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Vector<AssetPtr<MaterialAsset>> getMaterialAssets() { return mMaterialAssets; }
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inline AssetPtr<MaterialAsset> getMaterialAsset(U32 matId)
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{
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if(matId >= mMaterialAssets.size())
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return nullptr;
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else
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return mMaterialAssets[matId];
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}
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void clearMaterialAssets() { mMaterialAssets.clear(); }
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void addMaterialAssets(AssetPtr<MaterialAsset> matPtr) { mMaterialAssets.push_back(matPtr); }
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S32 getMaterialCount() { return mMaterialAssets.size(); }
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S32 getAnimationCount() { return mAnimationAssets.size(); }
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ShapeAnimationAsset* getAnimation(S32 index);
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void _onResourceChanged(const Torque::Path &path);
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Signal< void(ShapeAsset*) > onShapeChanged;
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void setShapeFile(const char* pScriptFile);
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inline StringTableEntry getShapeFile(void) const { return mFileName; };
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protected:
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virtual void onAssetRefresh(void);
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static bool setShapeFile(void *obj, const char *index, const char *data) { static_cast<ShapeAsset*>(obj)->setShapeFile(data); return false; }
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static const char* getShapeFile(void* obj, const char* data) { return static_cast<ShapeAsset*>(obj)->getShapeFile(); }
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};
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DefineConsoleType(TypeShapeAssetPtr, S32)
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