Merge pull request #15285 from danteruiz/avatar-fading

Case 21415: Avatars stay behind after they disconnect
This commit is contained in:
Shannon Romano 2019-04-01 18:04:42 -07:00 committed by GitHub
commit cf7eeb7355
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 106 additions and 92 deletions

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@ -85,7 +85,6 @@ AvatarManager::AvatarManager(QObject* parent) :
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
const auto otherAvatar = std::static_pointer_cast<OtherAvatar>(avatar);
if (otherAvatar && _space) {
std::unique_lock<std::mutex> lock(_spaceLock);
@ -211,7 +210,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
{
// lock the hash for read to check the size
QReadLocker lock(&_hashLock);
if (_avatarHash.size() < 2 && _avatarsToFadeOut.isEmpty()) {
if (_avatarHash.size() < 2) {
return;
}
}
@ -376,19 +375,12 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
qApp->getMain3DScene()->enqueueTransaction(renderTransaction);
}
if (!_spaceProxiesToDelete.empty() && _space) {
std::unique_lock<std::mutex> lock(_spaceLock);
workloadTransaction.remove(_spaceProxiesToDelete);
_spaceProxiesToDelete.clear();
}
_space->enqueueTransaction(workloadTransaction);
_numAvatarsUpdated = numAvatarsUpdated;
_numAvatarsNotUpdated = numAvatarsNotUpdated;
_numHeroAvatarsUpdated = numHerosUpdated;
simulateAvatarFades(deltaTime);
_avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC;
}
@ -401,31 +393,6 @@ void AvatarManager::postUpdate(float deltaTime, const render::ScenePointer& scen
}
}
void AvatarManager::simulateAvatarFades(float deltaTime) {
if (_avatarsToFadeOut.empty()) {
return;
}
QReadLocker locker(&_hashLock);
QVector<AvatarSharedPointer>::iterator avatarItr = _avatarsToFadeOut.begin();
const render::ScenePointer& scene = qApp->getMain3DScene();
render::Transaction transaction;
while (avatarItr != _avatarsToFadeOut.end()) {
auto avatar = std::static_pointer_cast<Avatar>(*avatarItr);
avatar->updateFadingStatus();
if (!avatar->isFading()) {
// fading to zero is such a rare event we push a unique transaction for each
if (avatar->isInScene()) {
avatar->removeFromScene(*avatarItr, scene, transaction);
}
avatarItr = _avatarsToFadeOut.erase(avatarItr);
} else {
++avatarItr;
}
}
scene->enqueueTransaction(transaction);
}
AvatarSharedPointer AvatarManager::newSharedAvatar(const QUuid& sessionUUID) {
auto otherAvatar = new OtherAvatar(qApp->thread());
otherAvatar->setSessionUUID(sessionUUID);
@ -453,7 +420,6 @@ void AvatarManager::buildPhysicsTransaction(PhysicsEngine::Transaction& transact
transaction.objectsToRemove.push_back(mState);
}
avatar->resetDetailedMotionStates();
} else {
if (avatar->getDetailedMotionStates().size() == 0) {
avatar->createDetailedMotionStates(avatar);
@ -521,10 +487,6 @@ void AvatarManager::removeDeadAvatarEntities(const SetOfEntities& deadEntities)
void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar, KillAvatarReason removalReason) {
auto avatar = std::static_pointer_cast<OtherAvatar>(removedAvatar);
{
std::unique_lock<std::mutex> lock(_spaceLock);
_spaceProxiesToDelete.push_back(avatar->getSpaceIndex());
}
AvatarHashMap::handleRemovedAvatar(avatar, removalReason);
avatar->tearDownGrabs();
@ -535,17 +497,39 @@ void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar
// it might not fire until after we create a new instance for the same remote avatar, which creates a race
// on the creation of entities for that avatar instance and the deletion of entities for this instance
avatar->removeAvatarEntitiesFromTree();
if (removalReason == KillAvatarReason::TheirAvatarEnteredYourBubble) {
emit AvatarInputs::getInstance()->avatarEnteredIgnoreRadius(avatar->getSessionUUID());
emit DependencyManager::get<UsersScriptingInterface>()->enteredIgnoreRadius();
workload::Transaction workloadTransaction;
workloadTransaction.remove(avatar->getSpaceIndex());
_space->enqueueTransaction(workloadTransaction);
const render::ScenePointer& scene = qApp->getMain3DScene();
render::Transaction transaction;
avatar->removeFromScene(avatar, scene, transaction);
scene->enqueueTransaction(transaction);
} else if (removalReason == KillAvatarReason::AvatarDisconnected) {
// remove from node sets, if present
DependencyManager::get<NodeList>()->removeFromIgnoreMuteSets(avatar->getSessionUUID());
DependencyManager::get<UsersScriptingInterface>()->avatarDisconnected(avatar->getSessionUUID());
avatar->fadeOut(qApp->getMain3DScene(), removalReason);
render::Transaction transaction;
auto scene = qApp->getMain3DScene();
avatar->fadeOut(transaction, removalReason);
workload::SpacePointer space = _space;
transaction.transitionFinishedOperator(avatar->getRenderItemID(), [space, avatar]() {
const render::ScenePointer& scene = qApp->getMain3DScene();
render::Transaction transaction;
avatar->removeFromScene(avatar, scene, transaction);
scene->enqueueTransaction(transaction);
workload::Transaction workloadTransaction;
workloadTransaction.remove(avatar->getSpaceIndex());
space->enqueueTransaction(workloadTransaction);
});
scene->enqueueTransaction(transaction);
}
_avatarsToFadeOut.push_back(removedAvatar);
}
void AvatarManager::clearOtherAvatars() {

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@ -220,8 +220,6 @@ private:
explicit AvatarManager(QObject* parent = 0);
explicit AvatarManager(const AvatarManager& other);
void simulateAvatarFades(float deltaTime);
AvatarSharedPointer newSharedAvatar(const QUuid& sessionUUID) override;
// called only from the AvatarHashMap thread - cannot be called while this thread holds the
@ -231,8 +229,6 @@ private:
KillAvatarReason removalReason = KillAvatarReason::NoReason) override;
void handleTransitAnimations(AvatarTransit::Status status);
QVector<AvatarSharedPointer> _avatarsToFadeOut;
using SetOfOtherAvatars = std::set<OtherAvatarPointer>;
SetOfOtherAvatars _avatarsToChangeInPhysics;
@ -252,7 +248,6 @@ private:
mutable std::mutex _spaceLock;
workload::SpacePointer _space;
std::vector<int32_t> _spaceProxiesToDelete;
AvatarTransit::TransitConfig _transitConfig;
};

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@ -942,8 +942,6 @@ void MyAvatar::simulate(float deltaTime, bool inView) {
}
handleChangedAvatarEntityData();
updateFadingStatus();
}
// As far as I know no HMD system supports a play area of a kilometer in radius.

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@ -356,7 +356,6 @@ void OtherAvatar::simulate(float deltaTime, bool inView) {
PROFILE_RANGE(simulation, "grabs");
applyGrabChanges();
}
updateFadingStatus();
}
void OtherAvatar::handleChangedAvatarEntityData() {

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@ -652,9 +652,8 @@ void Avatar::fadeIn(render::ScenePointer scene) {
scene->enqueueTransaction(transaction);
}
void Avatar::fadeOut(render::ScenePointer scene, KillAvatarReason reason) {
void Avatar::fadeOut(render::Transaction& transaction, KillAvatarReason reason) {
render::Transition::Type transitionType = render::Transition::USER_LEAVE_DOMAIN;
render::Transaction transaction;
if (reason == KillAvatarReason::YourAvatarEnteredTheirBubble) {
transitionType = render::Transition::BUBBLE_ISECT_TRESPASSER;
@ -662,7 +661,6 @@ void Avatar::fadeOut(render::ScenePointer scene, KillAvatarReason reason) {
transitionType = render::Transition::BUBBLE_ISECT_OWNER;
}
fade(transaction, transitionType);
scene->enqueueTransaction(transaction);
}
void Avatar::fade(render::Transaction& transaction, render::Transition::Type type) {
@ -672,19 +670,6 @@ void Avatar::fade(render::Transaction& transaction, render::Transition::Type typ
transaction.addTransitionToItem(itemId, type, _renderItemID);
}
}
_isFading = true;
}
void Avatar::updateFadingStatus() {
if (_isFading) {
render::Transaction transaction;
transaction.queryTransitionOnItem(_renderItemID, [this](render::ItemID id, const render::Transition* transition) {
if (!transition || transition->isFinished) {
_isFading = false;
}
});
AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
}
}
void Avatar::removeFromScene(AvatarSharedPointer self, const render::ScenePointer& scene, render::Transaction& transaction) {

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@ -520,9 +520,7 @@ public:
bool isMoving() const { return _moving; }
void fadeIn(render::ScenePointer scene);
void fadeOut(render::ScenePointer scene, KillAvatarReason reason);
bool isFading() const { return _isFading; }
void updateFadingStatus();
void fadeOut(render::Transaction& transaction, KillAvatarReason reason);
// JSDoc is in AvatarData.h.
Q_INVOKABLE virtual float getEyeHeight() const override;
@ -727,7 +725,6 @@ protected:
bool _initialized { false };
bool _isAnimatingScale { false };
bool _mustFadeIn { false };
bool _isFading { false };
bool _reconstructSoftEntitiesJointMap { false };
float _modelScale { 1.0f };

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@ -439,7 +439,6 @@ void AvatarHashMap::removeAvatar(const QUuid& sessionUUID, KillAvatarReason remo
}
auto removedAvatar = _avatarHash.take(sessionUUID);
if (removedAvatar) {
removedAvatars.push_back(removedAvatar);
}

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@ -221,17 +221,15 @@ void EntityTreeRenderer::clearDomainAndNonOwnedEntities() {
// remove all entities from the scene
auto scene = _viewState->getMain3DScene();
if (scene) {
render::Transaction transaction;
for (const auto& entry : _entitiesInScene) {
const auto& renderer = entry.second;
const EntityItemPointer& entityItem = renderer->getEntity();
if (!(entityItem->isLocalEntity() || (entityItem->isAvatarEntity() && entityItem->getOwningAvatarID() == getTree()->getMyAvatarSessionUUID()))) {
renderer->removeFromScene(scene, transaction);
fadeOutRenderable(renderer);
} else {
savedEntities[entry.first] = entry.second;
}
}
scene->enqueueTransaction(transaction);
}
_renderablesToUpdate = savedEntities;
@ -258,12 +256,10 @@ void EntityTreeRenderer::clear() {
// remove all entities from the scene
auto scene = _viewState->getMain3DScene();
if (scene) {
render::Transaction transaction;
for (const auto& entry : _entitiesInScene) {
const auto& renderer = entry.second;
renderer->removeFromScene(scene, transaction);
fadeOutRenderable(renderer);
}
scene->enqueueTransaction(transaction);
} else {
qCWarning(entitiesrenderer) << "EntitityTreeRenderer::clear(), Unexpected null scene, possibly during application shutdown";
}
@ -1016,10 +1012,7 @@ void EntityTreeRenderer::deletingEntity(const EntityItemID& entityID) {
forceRecheckEntities(); // reset our state to force checking our inside/outsideness of entities
// here's where we remove the entity payload from the scene
render::Transaction transaction;
renderable->removeFromScene(scene, transaction);
scene->enqueueTransaction(transaction);
fadeOutRenderable(renderable);
}
void EntityTreeRenderer::addingEntity(const EntityItemID& entityID) {
@ -1057,13 +1050,26 @@ void EntityTreeRenderer::checkAndCallPreload(const EntityItemID& entityID, bool
}
}
void EntityTreeRenderer::fadeOutRenderable(const EntityRendererPointer& renderable) {
render::Transaction transaction;
auto scene = _viewState->getMain3DScene();
transaction.transitionFinishedOperator(renderable->getRenderItemID(), [scene, renderable]() {
render::Transaction transaction;
renderable->removeFromScene(scene, transaction);
scene->enqueueTransaction(transaction);
});
scene->enqueueTransaction(transaction);
}
void EntityTreeRenderer::playEntityCollisionSound(const EntityItemPointer& entity, const Collision& collision) {
assert((bool)entity);
auto renderable = renderableForEntity(entity);
if (!renderable) {
return;
if (!renderable) {
return;
}
SharedSoundPointer collisionSound = renderable->getCollisionSound();
if (!collisionSound) {
return;

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@ -93,6 +93,8 @@ public:
/// reloads the entity scripts, calling unload and preload
void reloadEntityScripts();
void fadeOutRenderable(const EntityRendererPointer& renderable);
// event handles which may generate entity related events
QUuid mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event);
@ -255,6 +257,7 @@ private:
std::unordered_map<EntityItemID, EntityRendererPointer> _renderablesToUpdate;
std::unordered_map<EntityItemID, EntityRendererPointer> _entitiesInScene;
std::unordered_map<EntityItemID, EntityItemWeakPointer> _entitiesToAdd;
// For Scene.shouldRenderEntities
QList<EntityItemID> _entityIDsLastInScene;

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@ -148,7 +148,7 @@ EntityRenderer::EntityRenderer(const EntityItemPointer& entity) : _created(entit
});
}
EntityRenderer::~EntityRenderer() { }
EntityRenderer::~EntityRenderer() {}
//
// Smart payload proxy members, implementing the payload interface
@ -421,6 +421,7 @@ void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transa
if (fading) {
_isFading = Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f;
}
_prevIsTransparent = transparent;
updateModelTransformAndBound();
@ -493,4 +494,4 @@ glm::vec4 EntityRenderer::calculatePulseColor(const glm::vec4& color, const Puls
}
return result;
}
}

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@ -47,6 +47,10 @@ void Transaction::queryTransitionOnItem(ItemID id, TransitionQueryFunc func) {
_queriedTransitions.emplace_back(id, func);
}
void Transaction::transitionFinishedOperator(ItemID id, TransitionFinishedFunc func) {
_transitionFinishedOperators.emplace_back(id, func);
}
void Transaction::updateItem(ItemID id, const UpdateFunctorPointer& functor) {
_updatedItems.emplace_back(id, functor);
}
@ -75,6 +79,7 @@ void Transaction::reserve(const std::vector<Transaction>& transactionContainer)
size_t addedTransitionsCount = 0;
size_t queriedTransitionsCount = 0;
size_t reAppliedTransitionsCount = 0;
size_t transitionFinishedOperatorsCount = 0;
size_t highlightResetsCount = 0;
size_t highlightRemovesCount = 0;
size_t highlightQueriesCount = 0;
@ -85,6 +90,7 @@ void Transaction::reserve(const std::vector<Transaction>& transactionContainer)
updatedItemsCount += transaction._updatedItems.size();
resetSelectionsCount += transaction._resetSelections.size();
addedTransitionsCount += transaction._addedTransitions.size();
transitionFinishedOperatorsCount += transaction._transitionFinishedOperators.size();
queriedTransitionsCount += transaction._queriedTransitions.size();
reAppliedTransitionsCount += transaction._reAppliedTransitions.size();
highlightResetsCount += transaction._highlightResets.size();
@ -99,6 +105,7 @@ void Transaction::reserve(const std::vector<Transaction>& transactionContainer)
_addedTransitions.reserve(addedTransitionsCount);
_queriedTransitions.reserve(queriedTransitionsCount);
_reAppliedTransitions.reserve(reAppliedTransitionsCount);
_transitionFinishedOperators.reserve(transitionFinishedOperatorsCount);
_highlightResets.reserve(highlightResetsCount);
_highlightRemoves.reserve(highlightRemovesCount);
_highlightQueries.reserve(highlightQueriesCount);
@ -142,6 +149,7 @@ void Transaction::merge(Transaction&& transaction) {
moveElements(_resetSelections, transaction._resetSelections);
moveElements(_addedTransitions, transaction._addedTransitions);
moveElements(_queriedTransitions, transaction._queriedTransitions);
moveElements(_transitionFinishedOperators, transaction._transitionFinishedOperators);
moveElements(_reAppliedTransitions, transaction._reAppliedTransitions);
moveElements(_highlightResets, transaction._highlightResets);
moveElements(_highlightRemoves, transaction._highlightRemoves);
@ -156,6 +164,7 @@ void Transaction::merge(const Transaction& transaction) {
copyElements(_addedTransitions, transaction._addedTransitions);
copyElements(_queriedTransitions, transaction._queriedTransitions);
copyElements(_reAppliedTransitions, transaction._reAppliedTransitions);
copyElements(_transitionFinishedOperators, transaction._transitionFinishedOperators);
copyElements(_highlightResets, transaction._highlightResets);
copyElements(_highlightRemoves, transaction._highlightRemoves);
copyElements(_highlightQueries, transaction._highlightQueries);
@ -168,6 +177,7 @@ void Transaction::clear() {
_resetSelections.clear();
_addedTransitions.clear();
_queriedTransitions.clear();
_transitionFinishedOperators.clear();
_reAppliedTransitions.clear();
_highlightResets.clear();
_highlightRemoves.clear();
@ -271,6 +281,7 @@ void Scene::processTransactionFrame(const Transaction& transaction) {
transitionItems(transaction._addedTransitions);
reApplyTransitions(transaction._reAppliedTransitions);
queryTransitionItems(transaction._queriedTransitions);
resetTransitionFinishedOperator(transaction._transitionFinishedOperators);
// Update the numItemsAtomic counter AFTER the pending changes went through
_numAllocatedItems.exchange(maxID);
@ -394,7 +405,7 @@ void Scene::transitionItems(const Transaction::TransitionAdds& transactions) {
// Only remove if:
// transitioning to something other than none or we're transitioning to none from ELEMENT_LEAVE_DOMAIN or USER_LEAVE_DOMAIN
const auto& oldTransitionType = transitionStage->getTransition(transitionId).eventType;
if (transitionType != Transition::NONE || !(oldTransitionType == Transition::ELEMENT_LEAVE_DOMAIN || oldTransitionType == Transition::USER_LEAVE_DOMAIN)) {
if (transitionType != oldTransitionType) {
resetItemTransition(itemId);
}
}
@ -440,6 +451,23 @@ void Scene::queryTransitionItems(const Transaction::TransitionQueries& transacti
}
}
void Scene::resetTransitionFinishedOperator(const Transaction::TransitionFinishedOperators& operators) {
for (auto& finishedOperator : operators) {
auto itemId = std::get<0>(finishedOperator);
const auto& item = _items[itemId];
auto func = std::get<1>(finishedOperator);
if (item.exist() && func != nullptr) {
TransitionStage::Index transitionId = item.getTransitionId();
if (!TransitionStage::isIndexInvalid(transitionId)) {
_transitionFinishedOperatorMap[transitionId].emplace_back(func);
} else if (func) {
func();
}
}
}
}
void Scene::resetHighlights(const Transaction::HighlightResets& transactions) {
auto outlineStage = getStage<HighlightStage>(HighlightStage::getName());
if (outlineStage) {
@ -526,9 +554,18 @@ void Scene::setItemTransition(ItemID itemId, Index transitionId) {
void Scene::resetItemTransition(ItemID itemId) {
auto& item = _items[itemId];
if (!render::TransitionStage::isIndexInvalid(item.getTransitionId())) {
TransitionStage::Index transitionId = item.getTransitionId();
if (!render::TransitionStage::isIndexInvalid(transitionId)) {
auto transitionStage = getStage<TransitionStage>(TransitionStage::getName());
transitionStage->removeTransition(item.getTransitionId());
auto finishedOperators = _transitionFinishedOperatorMap[transitionId];
for (auto finishedOperator : finishedOperators) {
if (finishedOperator) {
finishedOperator();
}
}
_transitionFinishedOperatorMap.erase(transitionId);
transitionStage->removeTransition(transitionId);
setItemTransition(itemId, render::TransitionStage::INVALID_INDEX);
}
}
@ -587,4 +624,4 @@ void Scene::resetStage(const Stage::Name& name, const StagePointer& stage) {
} else {
(*found).second = stage;
}
}
}

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@ -32,12 +32,15 @@ class Scene;
// These changes must be expressed through the corresponding command from the Transaction
// THe Transaction is then queued on the Scene so all the pending transactions can be consolidated and processed at the time
// of updating the scene before it s rendered.
//
//
class Transaction {
friend class Scene;
public:
typedef std::function<void(ItemID, const Transition*)> TransitionQueryFunc;
typedef std::function<void()> TransitionFinishedFunc;
typedef std::function<void(HighlightStyle const*)> SelectionHighlightQueryFunc;
Transaction() {}
@ -52,6 +55,7 @@ public:
void removeTransitionFromItem(ItemID id);
void reApplyTransitionToItem(ItemID id);
void queryTransitionOnItem(ItemID id, TransitionQueryFunc func);
void transitionFinishedOperator(ItemID id, TransitionFinishedFunc func);
template <class T> void updateItem(ItemID id, std::function<void(T&)> func) {
updateItem(id, std::make_shared<UpdateFunctor<T>>(func));
@ -84,6 +88,7 @@ protected:
using Update = std::tuple<ItemID, UpdateFunctorPointer>;
using TransitionAdd = std::tuple<ItemID, Transition::Type, ItemID>;
using TransitionQuery = std::tuple<ItemID, TransitionQueryFunc>;
using TransitionFinishedOperator = std::tuple<ItemID, TransitionFinishedFunc>;
using TransitionReApply = ItemID;
using SelectionReset = Selection;
using HighlightReset = std::tuple<std::string, HighlightStyle>;
@ -95,6 +100,7 @@ protected:
using Updates = std::vector<Update>;
using TransitionAdds = std::vector<TransitionAdd>;
using TransitionQueries = std::vector<TransitionQuery>;
using TransitionFinishedOperators = std::vector<TransitionFinishedOperator>;
using TransitionReApplies = std::vector<TransitionReApply>;
using SelectionResets = std::vector<SelectionReset>;
using HighlightResets = std::vector<HighlightReset>;
@ -107,6 +113,7 @@ protected:
TransitionAdds _addedTransitions;
TransitionQueries _queriedTransitions;
TransitionReApplies _reAppliedTransitions;
TransitionFinishedOperators _transitionFinishedOperators;
SelectionResets _resetSelections;
HighlightResets _highlightResets;
HighlightRemoves _highlightRemoves;
@ -208,6 +215,7 @@ protected:
ItemIDSet _masterNonspatialSet;
void resetItems(const Transaction::Resets& transactions);
void resetTransitionFinishedOperator(const Transaction::TransitionFinishedOperators& transactions);
void removeItems(const Transaction::Removes& transactions);
void updateItems(const Transaction::Updates& transactions);
void transitionItems(const Transaction::TransitionAdds& transactions);
@ -223,6 +231,8 @@ protected:
mutable std::mutex _selectionsMutex; // mutable so it can be used in the thread safe getSelection const method
SelectionMap _selections;
std::unordered_map<int32_t, std::vector<Transaction::TransitionFinishedFunc>> _transitionFinishedOperatorMap;
void resetSelections(const Transaction::SelectionResets& transactions);
// More actions coming to selections soon:
// void removeFromSelection(const Selection& selection);

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@ -50,4 +50,4 @@ namespace render {
typedef std::vector<Transition::Type> TransitionTypes;
}
#endif // hifi_render_Transition_h
#endif // hifi_render_Transition_h