mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-07 22:16:40 +00:00
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.
103 lines
3.1 KiB
C++
103 lines
3.1 KiB
C++
#pragma once
|
|
|
|
#ifndef _SHAPEDATABLOCKEXAMPLE_H_
|
|
#define _SHAPEDATABLOCKEXAMPLE_H_
|
|
|
|
#ifndef _GAMEBASE_H_
|
|
#include "T3D/gameBase/gameBase.h"
|
|
#endif
|
|
#ifndef _TSSHAPEINSTANCE_H_
|
|
#include "ts/tsShapeInstance.h"
|
|
#endif
|
|
|
|
#include "T3D/assets/ShapeAsset.h"
|
|
|
|
struct ShapeDatablockExampleData : public GameBaseData, protected AssetPtrCallback
|
|
{
|
|
private:
|
|
typedef GameBaseData Parent;
|
|
|
|
public:
|
|
AssetRef<ShapeAsset> shapeAssetRef;
|
|
|
|
// The derived class should provide the following:
|
|
DECLARE_CONOBJECT(ShapeDatablockExampleData);
|
|
DECLARE_CATEGORY("Datablock");
|
|
ShapeDatablockExampleData();
|
|
ShapeDatablockExampleData(const ShapeDatablockExampleData&, bool = false);
|
|
~ShapeDatablockExampleData();
|
|
|
|
static void initPersistFields();
|
|
bool preload(bool server, String& errorStr) override;
|
|
void packData(BitStream* stream) override;
|
|
void unpackData(BitStream* stream) override;
|
|
|
|
protected:
|
|
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
|
|
{
|
|
reloadOnLocalClient();
|
|
}
|
|
};
|
|
|
|
class ShapeDatablockExample : public GameBase
|
|
{
|
|
typedef GameBase Parent;
|
|
|
|
ShapeDatablockExampleData* mDataBlock;
|
|
|
|
// Networking masks
|
|
// We need to implement a mask specifically to handle
|
|
// updating our transform from the server object to its
|
|
// client-side "ghost". We also need to implement a
|
|
// maks for handling editor updates to our properties
|
|
// (like material).
|
|
enum MaskBits
|
|
{
|
|
TransformMask = Parent::NextFreeMask << 0,
|
|
UpdateMask = Parent::NextFreeMask << 1,
|
|
NextFreeMask = Parent::NextFreeMask << 2
|
|
};
|
|
|
|
// The actual shape instance
|
|
TSShapeInstance* mShapeInstance;
|
|
|
|
public:
|
|
ShapeDatablockExample();
|
|
virtual ~ShapeDatablockExample();
|
|
|
|
// Declare this object as a ConsoleObject so that we can
|
|
// instantiate it into the world and network it
|
|
DECLARE_CONOBJECT(ShapeDatablockExample);
|
|
|
|
//--------------------------------------------------------------------------
|
|
// Object Editing
|
|
// Since there is always a server and a client object in Torque and we
|
|
// actually edit the server object we need to implement some basic
|
|
// networking functions
|
|
//--------------------------------------------------------------------------
|
|
// Set up any fields that we want to be editable (like position)
|
|
static void initPersistFields();
|
|
|
|
// Handle when we are added to the scene and removed from the scene
|
|
bool onAdd() override;
|
|
void onRemove() override;
|
|
|
|
bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
|
|
|
|
// Override this so that we can dirty the network flag when it is called
|
|
void setTransform(const MatrixF & mat) override;
|
|
|
|
// This function handles sending the relevant data from the server
|
|
// object to the client object
|
|
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
|
|
// This function handles receiving relevant data from the server
|
|
// object and applying it to the client object
|
|
void unpackUpdate(NetConnection* conn, BitStream* stream) override;
|
|
|
|
// This is the function that allows this object to submit itself for rendering
|
|
void prepRenderImage(SceneRenderState* state) override;
|
|
|
|
void _onDatablockModified();
|
|
};
|
|
|
|
#endif
|