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236 lines
9.5 KiB
C++
236 lines
9.5 KiB
C++
//
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// CauterizedModel.cpp
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// interface/src/avatar
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//
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// Created by Andrew Meadows 2017.01.17
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "CauterizedModel.h"
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#include <AbstractViewStateInterface.h>
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#include <MeshPartPayload.h>
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#include <PerfStat.h>
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#include "CauterizedMeshPartPayload.h"
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CauterizedModel::CauterizedModel(RigPointer rig, QObject* parent) :
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Model(rig, parent) {
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}
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CauterizedModel::~CauterizedModel() {
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}
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void CauterizedModel::deleteGeometry() {
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Model::deleteGeometry();
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_cauterizeMeshStates.clear();
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}
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bool CauterizedModel::updateGeometry() {
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bool needsFullUpdate = Model::updateGeometry();
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if (_isCauterized && needsFullUpdate) {
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assert(_cauterizeMeshStates.empty());
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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Model::MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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_cauterizeMeshStates.append(state);
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}
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}
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return needsFullUpdate;
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}
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void CauterizedModel::createVisibleRenderItemSet() {
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if (_isCauterized) {
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assert(isLoaded());
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const auto& meshes = _renderGeometry->getMeshes();
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// all of our mesh vectors must match in size
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if ((int)meshes.size() != _meshStates.size()) {
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qCDebug(renderlogging) << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
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return;
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}
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// We should not have any existing renderItems if we enter this section of code
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Q_ASSERT(_modelMeshRenderItemsSet.isEmpty());
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_modelMeshRenderItemsSet.clear();
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Transform transform;
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transform.setTranslation(_translation);
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transform.setRotation(_rotation);
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Transform offset;
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offset.setScale(_scale);
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offset.postTranslate(_offset);
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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int shapeID = 0;
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uint32_t numMeshes = (uint32_t)meshes.size();
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for (uint32_t i = 0; i < numMeshes; i++) {
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const auto& mesh = meshes.at(i);
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if (!mesh) {
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continue;
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}
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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auto ptr = std::make_shared<CauterizedMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
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_modelMeshRenderItemsSet << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
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shapeID++;
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}
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}
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} else {
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Model::createVisibleRenderItemSet();
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}
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}
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void CauterizedModel::createCollisionRenderItemSet() {
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// Temporary HACK: use base class method for now
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Model::createCollisionRenderItemSet();
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}
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void CauterizedModel::updateClusterMatrices() {
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PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
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if (!_needsUpdateClusterMatrices || !isLoaded()) {
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return;
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}
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_needsUpdateClusterMatrices = false;
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const FBXGeometry& geometry = getFBXGeometry();
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for (int i = 0; i < _meshStates.size(); i++) {
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Model::MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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auto jointMatrix = _rig->getJointTransform(cluster.jointIndex);
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glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
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}
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// Once computed the cluster matrices, update the buffer(s)
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if (mesh.clusters.size() > 1) {
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if (!state.clusterBuffer) {
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state.clusterBuffer = std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
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(const gpu::Byte*) state.clusterMatrices.constData());
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} else {
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state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
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(const gpu::Byte*) state.clusterMatrices.constData());
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}
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}
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}
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// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
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if (!_cauterizeBoneSet.empty()) {
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static const glm::mat4 zeroScale(
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glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
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auto cauterizeMatrix = _rig->getJointTransform(geometry.neckJointIndex) * zeroScale;
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for (int i = 0; i < _cauterizeMeshStates.size(); i++) {
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Model::MeshState& state = _cauterizeMeshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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auto jointMatrix = _rig->getJointTransform(cluster.jointIndex);
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if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
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jointMatrix = cauterizeMatrix;
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}
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glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
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}
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if (!_cauterizeBoneSet.empty() && (state.clusterMatrices.size() > 1)) {
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if (!state.clusterBuffer) {
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state.clusterBuffer =
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std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
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(const gpu::Byte*) state.clusterMatrices.constData());
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} else {
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state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
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(const gpu::Byte*) state.clusterMatrices.constData());
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}
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}
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}
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}
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// post the blender if we're not currently waiting for one to finish
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if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
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_blendedBlendshapeCoefficients = _blendshapeCoefficients;
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DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
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}
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}
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void CauterizedModel::updateRenderItems() {
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if (_isCauterized) {
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if (!_addedToScene) {
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return;
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}
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glm::vec3 scale = getScale();
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if (_collisionGeometry) {
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// _collisionGeometry is already scaled
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scale = glm::vec3(1.0f);
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}
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_needsUpdateClusterMatrices = true;
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_renderItemsNeedUpdate = false;
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// queue up this work for later processing, at the end of update and just before rendering.
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// the application will ensure only the last lambda is actually invoked.
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void* key = (void*)this;
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std::weak_ptr<Model> weakSelf = shared_from_this();
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AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() {
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// do nothing, if the model has already been destroyed.
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auto self = weakSelf.lock();
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if (!self) {
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return;
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}
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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Transform modelTransform;
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modelTransform.setTranslation(self->getTranslation());
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modelTransform.setRotation(self->getRotation());
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Transform scaledModelTransform(modelTransform);
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scaledModelTransform.setScale(scale);
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uint32_t deleteGeometryCounter = self->getGeometryCounter();
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render::PendingChanges pendingChanges;
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QList<render::ItemID> keys = self->getRenderItems().keys();
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foreach (auto itemID, keys) {
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pendingChanges.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
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if (data._model && data._model->isLoaded()) {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == data._model->getGeometryCounter()) {
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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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data._model->updateClusterMatrices();
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// update the model transform and bounding box for this render item.
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
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assert(data._meshIndex < cModel->_cauterizeMeshStates.size());
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const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex);
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data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices);
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}
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}
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});
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}
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scene->enqueuePendingChanges(pendingChanges);
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});
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} else {
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Model::updateRenderItems();
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}
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}
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const Model::MeshState& CauterizedModel::getCauterizeMeshState(int index) const {
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assert(index < _meshStates.size());
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return _cauterizeMeshStates.at(index);
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}
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