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https://github.com/JulianGro/overte.git
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don't crash when a moving model entity is deleted
This commit is contained in:
commit
ceb6aa582f
4 changed files with 29 additions and 41 deletions
libraries
entities-renderer/src
entities/src
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@ -162,6 +162,19 @@ void RenderableModelEntityItem::remapTextures() {
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}
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}
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void RenderableModelEntityItem::doInitialModelSimulation() {
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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}
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// TODO: we need a solution for changes to the postion/rotation/etc of a model...
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// this current code path only addresses that in this setup case... not the changing/moving case
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bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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@ -172,22 +185,12 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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getModel(renderer);
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}
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if (renderArgs && _model && _needsInitialSimulation && _model->isActive() && _model->isLoaded()) {
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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// make sure to simulate so everything gets set up correctly for rendering
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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_model->renderSetup(renderArgs);
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}
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bool ready = !_needsInitialSimulation && _model && _model->readyToAddToScene(renderArgs);
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return ready;
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return ready;
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}
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class RenderableModelEntityItemMeta {
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@ -348,18 +351,7 @@ void RenderableModelEntityItem::updateModelBounds() {
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_model->getRotation() != getRotation() ||
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_model->getRegistrationPoint() != getRegistrationPoint())
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&& _model->isActive() && _dimensionsInitialized) {
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_model->setScaleToFit(true, dimensions);
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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// make sure to simulate so everything gets set up correctly for rendering
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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_needsJointSimulation = false;
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}
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}
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@ -592,8 +584,7 @@ bool RenderableModelEntityItem::isReadyToComputeShape() {
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if (_needsInitialSimulation) {
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// the _model's offset will be wrong until _needsInitialSimulation is false
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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}
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return true;
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@ -38,6 +38,8 @@ public:
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
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bool& somethingChanged) override;
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void doInitialModelSimulation();
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virtual bool readyToAddToScene(RenderArgs* renderArgs = nullptr);
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virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;
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virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;
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@ -23,7 +23,6 @@ UpdateEntityOperator::UpdateEntityOperator(EntityTreePointer tree,
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_foundOld(false),
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_foundNew(false),
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_removeOld(false),
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_dontMove(false), // assume we'll be moving
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_changeTime(usecTimestampNow()),
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_oldEntityCube(),
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_newEntityCube(),
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@ -43,32 +42,29 @@ UpdateEntityOperator::UpdateEntityOperator(EntityTreePointer tree,
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_oldEntityCube = _existingEntity->getQueryAACube();
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_oldEntityBox = _oldEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds
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_newEntityCube = newQueryAACube;
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_newEntityBox = _newEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds
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// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
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// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
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// be the same for both parts of the update
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bool oldElementBestFit = _containingElement->bestFitBounds(newQueryAACube);
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bool oldElementBestFit = _containingElement->bestFitBounds(_oldEntityBox);
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// For some reason we've seen a case where the original containing element isn't a best fit for the old properties
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// in this case we want to move it, even if the properties haven't changed.
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if (!oldElementBestFit) {
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_newEntityCube = _oldEntityCube;
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if (oldElementBestFit) {
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if (_wantDebug) {
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qCDebug(entities) << " **** TYPICAL NO MOVE CASE **** oldElementBestFit:" << oldElementBestFit;
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}
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} else {
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_oldEntityBox = _existingEntity->getElement()->getAACube();
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_removeOld = true; // our properties are going to move us, so remember this for later processing
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if (_wantDebug) {
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qCDebug(entities) << " **** UNUSUAL CASE **** no changes, but not best fit... consider it a move.... **";
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}
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} else {
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_foundOld = true;
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_newEntityCube = _oldEntityCube;
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_dontMove = true;
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if (_wantDebug) {
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qCDebug(entities) << " **** TYPICAL NO MOVE CASE **** oldElementBestFit:" << oldElementBestFit;
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}
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}
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_newEntityBox = _newEntityCube.clamp((float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE); // clamp to domain bounds
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if (_wantDebug) {
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qCDebug(entities) << " _entityItemID:" << _entityItemID;
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qCDebug(entities) << " _containingElementCube:" << _containingElementCube;
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@ -37,7 +37,6 @@ private:
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bool _foundOld;
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bool _foundNew;
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bool _removeOld;
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bool _dontMove;
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quint64 _changeTime;
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AACube _oldEntityCube;
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