فهرست منبع

physics shape and physics debris

marauder2k7 2 ماه پیش
والد
کامیت
2b973abdcf

+ 16 - 14
Engine/source/T3D/physics/physicsDebris.cpp

@@ -74,7 +74,12 @@ PhysicsDebrisData::PhysicsDebrisData()
    lifetime = 5.0f;
    lifetimeVariance = 0.0f;
 
-   INIT_ASSET(Shape);
+   mShapeAsset.registerRefreshNotify(this);
+}
+
+PhysicsDebrisData::~PhysicsDebrisData()
+{
+   mShapeAsset.unregisterRefreshNotify();
 }
 
 bool PhysicsDebrisData::onAdd()
@@ -96,12 +101,12 @@ bool PhysicsDebrisData::preload( bool server, String &errorStr )
    {
       // Create a dummy shape to force the generation of shaders and materials
       // during the level load and not during gameplay.
-      TSShapeInstance *pDummy = new TSShapeInstance( mShape, !server );
+      TSShapeInstance *pDummy = new TSShapeInstance( getShape(), !server);
       delete pDummy;
    }
    else
    {
-      errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", mShapeAssetId);
+      errorStr = String::ToString("PhysicsDebrisData::load: Couldn't load shape asset \"%s\"", _getShapeAssetId());
       return false;
    }
 
@@ -113,12 +118,9 @@ void PhysicsDebrisData::initPersistFields()
    docsURL;
    addGroup( "Shapes" );
 
-      addProtectedField( "shapeFile", TypeShapeFilename, Offset( mShapeName, PhysicsDebrisData ), &_setShapeData, &defaultProtectedGetFn,
-         "@brief Path to the .DAE or .DTS file to use for this shape.\n\n"
-         "Compatable with Live-Asset Reloading.", AbstractClassRep::FIELD_HideInInspectors);
+   INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
+      "Compatable with Live-Asset Reloading.");
 
-      INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsDebrisData, "@brief Shape to use with this debris.\n\n"
-         "Compatable with Live-Asset Reloading.");
    endGroup( "Shapes" );
 
    addGroup("Rendering");
@@ -216,7 +218,7 @@ void PhysicsDebrisData::packData(BitStream* stream)
    stream->write( waterDampingScale );
    stream->write( buoyancyDensity );
 
-   PACKDATA_ASSET(Shape);
+   PACKDATA_ASSET_REFACTOR(Shape);
 }
 
 void PhysicsDebrisData::unpackData(BitStream* stream)
@@ -237,7 +239,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
    stream->read( &waterDampingScale );
    stream->read( &buoyancyDensity );
 
-   UNPACKDATA_ASSET(Shape);
+   UNPACKDATA_ASSET_REFACTOR(Shape);
 }
 
 DefineEngineMethod( PhysicsDebrisData, preload, void, (), , 
@@ -248,7 +250,7 @@ DefineEngineMethod( PhysicsDebrisData, preload, void, (), ,
 {
    String errorStr;
 
-   object->_setShape(object->getShape());
+   object->_setShape(object->_getShapeAssetId());
 
    if( !object->preload( false, errorStr ) )
       Con::errorf( "PhsysicsDebrisData::preload - error: %s", errorStr.c_str() );
@@ -362,7 +364,7 @@ bool PhysicsDebris::onAdd()
    }
 
    // Setup our bounding box
-   mObjBox = mDataBlock->mShape->mBounds;
+   mObjBox = mDataBlock->getShape()->mBounds;
    resetWorldBox();
 
    // Add it to the client scene.
@@ -625,7 +627,7 @@ void PhysicsDebris::_createFragments()
    if ( !mWorld )
       return;
 
-   TSShape *shape = mDataBlock->mShape;
+   TSShape *shape = mDataBlock->getShape();
 
    mShapeInstance = new TSShapeInstance( shape, true );
    mShapeInstance->animate();
@@ -699,7 +701,7 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
    // 1. Visible mesh nodes are siblings of the collision node under a common parent dummy node
    // 2. Collision node is a child of its visible mesh node
 
-   TSShape *shape = mDataBlock->mShape;
+   TSShape *shape = mDataBlock->getShape();
    S32 itr = shape->nodes[colNode].parentIndex;
    itr = shape->nodes[itr].firstChild;
 

+ 7 - 6
Engine/source/T3D/physics/physicsDebris.h

@@ -42,7 +42,7 @@ class TSShape;
 //**************************************************************************
 // Debris Data
 //**************************************************************************
-class PhysicsDebrisData : public GameBaseData
+class PhysicsDebrisData : public GameBaseData, protected AssetPtrCallback
 {
    typedef GameBaseData Parent;
 
@@ -86,10 +86,10 @@ public:
    /// Is rendererd during shadow passes.
    bool castShadows;
 
-   DECLARE_SHAPEASSET(PhysicsDebrisData, Shape, onShapeChanged);
-   DECLARE_ASSET_SETGET(PhysicsDebrisData, Shape);
+   DECLARE_SHAPEASSET_REFACTOR(PhysicsDebrisData, Shape)
 
    PhysicsDebrisData();
+   virtual ~PhysicsDebrisData();
 
    bool        onAdd() override;
    bool        preload( bool server, String &errorStr ) override;
@@ -97,13 +97,14 @@ public:
    void        packData( BitStream *stream ) override;
    void        unpackData( BitStream *stream ) override;
 
-   void onShapeChanged()
+   DECLARE_CONOBJECT( PhysicsDebrisData );
+
+protected:
+   void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
    {
       reloadOnLocalClient();
    }
 
-   DECLARE_CONOBJECT( PhysicsDebrisData );
-
 };
 
 

+ 20 - 19
Engine/source/T3D/physics/physicsShape.cpp

@@ -78,11 +78,12 @@ PhysicsShapeData::PhysicsShapeData()
       buoyancyDensity( 0.0f ),
       simType( SimType_ClientServer )      
 {
-   INIT_ASSET(Shape);
+   mShapeAsset.registerRefreshNotify(this);
 }
 
 PhysicsShapeData::~PhysicsShapeData()
 {
+   mShapeAsset.unregisterRefreshNotify();
 }
 
 void PhysicsShapeData::initPersistFields()
@@ -90,7 +91,7 @@ void PhysicsShapeData::initPersistFields()
    docsURL;
    addGroup("Shapes");
 
-      INITPERSISTFIELD_SHAPEASSET(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
+      INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, PhysicsShapeData, "@brief Shape asset to be used with this physics object.\n\n"
          "Compatable with Live-Asset Reloading. ")
 
       addField( "debris", TYPEID< SimObjectRef<PhysicsDebrisData> >(), Offset( debris, PhysicsShapeData ),
@@ -180,7 +181,7 @@ void PhysicsShapeData::packData( BitStream *stream )
 { 
    Parent::packData( stream );
 
-   PACKDATA_ASSET(Shape);
+   PACKDATA_ASSET_REFACTOR(Shape);
 
    stream->write( mass );
    stream->write( dynamicFriction );
@@ -204,7 +205,7 @@ void PhysicsShapeData::unpackData( BitStream *stream )
 {
    Parent::unpackData(stream);
 
-   UNPACKDATA_ASSET(Shape);
+   UNPACKDATA_ASSET_REFACTOR(Shape);
 
    stream->read( &mass );
    stream->read( &dynamicFriction );
@@ -249,19 +250,19 @@ void PhysicsShapeData::_onResourceChanged( const Torque::Path &path )
    if ( path != Path(mShapeAsset->getShapeFilePath()) )
       return;
 
-   _setShape(getShape());
+   _setShape(_getShapeAssetId());
 
    // Reload the changed shape.
    PhysicsCollisionRef reloadcolShape;
 
-   if ( !mShape )
+   if ( !getShape())
    {
       Con::warnf( ConsoleLogEntry::General, "PhysicsShapeData::_onResourceChanged: Could not reload %s.", path.getFileName().c_str() );
       return;
    }
 
    // Reload the collision shape.
-   reloadcolShape = mShape->buildColShape( false, Point3F::One );
+   reloadcolShape = getShape()->buildColShape( false, Point3F::One );
 
    if (  bool(reloadcolShape))
       colShape = reloadcolShape;
@@ -286,31 +287,31 @@ bool PhysicsShapeData::preload( bool server, String &errorBuffer )
 
    if (mShapeAsset.notNull())
    {
-      if (bool(mShape) == false)
+      if (bool(getShape()) == false)
       {
-         errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", mShapeAssetId);
+         errorBuffer = String::ToString("PhysicsShapeData: Couldn't load shape \"%s\"", _getShapeAssetId());
          return false;
       }
-      if (!server && !mShape->preloadMaterialList(mShape.getPath()) && NetConnection::filesWereDownloaded())
+      if (!server && !getShape()->preloadMaterialList(getShape().getPath()) && NetConnection::filesWereDownloaded())
          shapeError = true;
 
    }
 
    // Prepare the shared physics collision shape.
-   if ( !colShape && mShape)
+   if ( !colShape && getShape())
    {
-      colShape = mShape->buildColShape( false, Point3F::One );
+      colShape = getShape()->buildColShape( false, Point3F::One );
 
       // If we got here and didn't get a collision shape then
       // we need to fail... can't have a shape without collision.
       if ( !colShape )
       {
          //no collision so we create a simple box collision shape from the shapes bounds and alert the user
-         Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", mShapeAssetId);
-         Point3F halfWidth = mShape->mBounds.getExtents() * 0.5f;
+         Con::warnf( "PhysicsShapeData::preload - No collision found for shape '%s', auto-creating one", _getShapeAssetId());
+         Point3F halfWidth = getShape()->mBounds.getExtents() * 0.5f;
          colShape = PHYSICSMGR->createCollision();
          MatrixF centerXfm(true);
-         centerXfm.setPosition(mShape->mBounds.getCenter());
+         centerXfm.setPosition(getShape()->mBounds.getCenter());
          colShape->addBox(halfWidth, centerXfm);
          return true;
       }
@@ -703,11 +704,11 @@ bool PhysicsShape::_createShape()
    mAmbientSeq = -1;
 
    PhysicsShapeData *db = getDataBlock();
-   if ( !db || !db->mShape)
+   if ( !db || !db->getShape())
       return false;
 
    // Set the world box.
-   mObjBox = db->mShape->mBounds;
+   mObjBox = db->getShape()->mBounds;
    resetWorldBox();
 
    // If this is the server and its a client only simulation
@@ -721,11 +722,11 @@ bool PhysicsShape::_createShape()
    }
 
    // Create the shape instance.
-   mShapeInst = new TSShapeInstance( db->mShape, isClientObject() );
+   mShapeInst = new TSShapeInstance( db->getShape(), isClientObject() );
 
    if ( isClientObject() )
    {
-      mAmbientSeq = db->mShape->findSequence( "ambient" );
+      mAmbientSeq = db->getShape()->findSequence( "ambient" );
       _initAmbient();   
    }
 

+ 4 - 4
Engine/source/T3D/physics/physicsShape.h

@@ -51,7 +51,7 @@ class PhysicsDebrisData;
 class ExplosionData;
 
 
-class PhysicsShapeData : public GameBaseData
+class PhysicsShapeData : public GameBaseData, protected AssetPtrCallback
 {
    typedef GameBaseData Parent;
 
@@ -74,8 +74,7 @@ public:
 
 public:
 
-   DECLARE_SHAPEASSET(PhysicsShapeData, Shape, onShapeChanged);
-   DECLARE_ASSET_SETGET(PhysicsShapeData, Shape);
+   DECLARE_SHAPEASSET_REFACTOR(PhysicsShapeData, Shape)
 
    /// The shared unscaled collision shape.
    PhysicsCollisionRef colShape;
@@ -135,7 +134,8 @@ public:
    SimObjectRef< ExplosionData > explosion;   
    SimObjectRef< PhysicsShapeData > destroyedShape;
 
-   void onShapeChanged()
+protected:
+   void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
    {
       reloadOnLocalClient();
    }