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Shared ptr tweaks
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parent
3af8bec3d7
commit
8570fe0c19
1 changed files with 11 additions and 11 deletions
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@ -55,7 +55,7 @@ AvatarManager::AvatarManager(QObject* parent) :
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_avatarFades() {
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// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
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qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
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_myAvatar = std::shared_ptr<MyAvatar>(new MyAvatar());
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_myAvatar = std::make_shared<MyAvatar>();
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}
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void AvatarManager::init() {
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@ -97,9 +97,9 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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// simulate avatars
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AvatarHash::iterator avatarIterator = _avatarHash.begin();
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while (avatarIterator != _avatarHash.end()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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auto avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
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if (avatar == _myAvatar.get() || !avatar->isInitialized()) {
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if (avatar == _myAvatar || !avatar->isInitialized()) {
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// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
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// DO NOT update or fade out uninitialized Avatars
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++avatarIterator;
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@ -125,7 +125,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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while (fadingIterator != _avatarFades.end()) {
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Avatar* avatar = static_cast<Avatar*>(fadingIterator->get());
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auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
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avatar->setTargetScale(avatar->getScale() * SHRINK_RATE, true);
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if (avatar->getTargetScale() < MIN_FADE_SCALE) {
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avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
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@ -139,12 +139,12 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar() {
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return AvatarSharedPointer(new Avatar());
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return AvatarSharedPointer(std::make_shared<Avatar>());
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}
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// virtual
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AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
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std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
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auto avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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avatar->addToScene(avatar, scene, pendingChanges);
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@ -182,12 +182,12 @@ void AvatarManager::clearOtherAvatars() {
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// clear any avatars that came from an avatar-mixer
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AvatarHash::iterator avatarIterator = _avatarHash.begin();
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while (avatarIterator != _avatarHash.end()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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if (avatar == _myAvatar.get() || !avatar->isInitialized()) {
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auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
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if (avatar == _myAvatar || !avatar->isInitialized()) {
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// don't remove myAvatar or uninitialized avatars from the list
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++avatarIterator;
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} else {
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removeAvatarMotionState(avatar);
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removeAvatarMotionState(avatar.get());
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_avatarFades.push_back(avatarIterator.value());
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avatarIterator = _avatarHash.erase(avatarIterator);
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}
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@ -250,7 +250,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
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void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
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AvatarHash::iterator avatarItr = _avatarHash.find(id);
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if (avatarItr != _avatarHash.end()) {
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Avatar* avatar = static_cast<Avatar*>(avatarItr.value().get());
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auto avatar = std::static_pointer_cast<Avatar>(avatarItr.value());
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AvatarMotionState* motionState = avatar->_motionState;
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if (motionState) {
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motionState->addDirtyFlags(EntityItem::DIRTY_SHAPE);
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@ -259,7 +259,7 @@ void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
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avatar->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
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if (shape) {
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AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
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AvatarMotionState* motionState = new AvatarMotionState(avatar.get(), shape);
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avatar->_motionState = motionState;
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_motionStatesToAdd.insert(motionState);
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_avatarMotionStates.insert(motionState);
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