Many render items/payloads contain smart pointers back to the
objects that added them to the scene, including entity and avatar
objects. Currently, those render items are destroyed when the
scene is destroyed very late in the application life-cycle.
There are rare crashes that can occur when these render items are
destroyed. Possibly, due to them referencing objects that have
already been destroyed via raw pointers. In an effort to
eliminate these crashes, we now destroy the scene earlier, within
Application::aboutToQuit() which is connected to the
QCoreApplication::aboutToQuit signal. Also, we guard against null
scene pointer dereferences. Any location that accesses the scene
off the main thread, now checks the validity of the scene pointer.
* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
* When the GeometryReader has the last ref to the GeometryResource ptr
It needs to hold on to the reference until invokeMethod is completed.
Otherwise, invokeMethod will call a method on a deleted object, leading
to memory corruption or crashes.
* When the Model URL is changed, the clusterMatrices are invalided and the
RenderItemsSets are cleared. However, there still might be renderItems in
the scene pending changes list that might refer to those RenderItems and their
clusterMatrices. We need to guard against this access to prevent reading from
memory that was previously freed.
Both of these issues were uncovered using the [avatar-thrasher](https://gist.github.com/hyperlogic/d82a61d141df43d576428501a82c5ee6) test script.
* Renamed enqueueLocationChange to updateRenderItems
* Call updateRenderItems when models are added to the scene.
This will fix entity render bounds being incorrect when they are first added to the scene,
then later being correct after a position update.
* Renamed getMeshPartBound to getRenderableMeshBound.
* Avatar now uses getRenderableMeshBound() to do boundingRadius vs frustum check.
* Model::getRenderableMeshBound now returns a more accurate bound, because it is the same one used for rendering.
This will fix avatar freezing, when they are in the corner of your frustum.
This was due to matrices not being updated because the avatar had to a small bounding sphere.