mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 16:55:07 +02:00
make entity-tree a global. change how network-requests to load model geometry are triggered
This commit is contained in:
parent
47df744552
commit
d09f70239c
10 changed files with 170 additions and 122 deletions
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@ -352,6 +352,7 @@ bool setupEssentials(int& argc, char** argv) {
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DependencyManager::set<UserInputMapper>();
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DependencyManager::set<controller::ScriptingInterface, ControllerScriptingInterface>();
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DependencyManager::set<InterfaceParentFinder>();
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DependencyManager::set<EntityTreeRenderer>(true, qApp, qApp);
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return true;
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}
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@ -371,7 +372,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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_frameCount(0),
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_fps(60.0f),
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_physicsEngine(new PhysicsEngine(Vectors::ZERO)),
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_entities(true, this, this),
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_entityClipboardRenderer(false, this, this),
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_entityClipboard(new EntityTree()),
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_lastQueriedTime(usecTimestampNow()),
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@ -864,7 +864,7 @@ void Application::cleanupBeforeQuit() {
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}
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_keyboardFocusHighlight = nullptr;
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_entities.clear(); // this will allow entity scripts to properly shutdown
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getEntities()->clear(); // this will allow entity scripts to properly shutdown
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auto nodeList = DependencyManager::get<NodeList>();
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@ -875,7 +875,7 @@ void Application::cleanupBeforeQuit() {
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// tell the packet receiver we're shutting down, so it can drop packets
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nodeList->getPacketReceiver().setShouldDropPackets(true);
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_entities.shutdown(); // tell the entities system we're shutting down, so it will stop running scripts
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getEntities()->shutdown(); // tell the entities system we're shutting down, so it will stop running scripts
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ScriptEngine::stopAllScripts(this); // stop all currently running global scripts
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// first stop all timers directly or by invokeMethod
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@ -921,7 +921,7 @@ void Application::emptyLocalCache() {
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}
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Application::~Application() {
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EntityTreePointer tree = _entities.getTree();
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EntityTreePointer tree = getEntities()->getTree();
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tree->setSimulation(NULL);
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_octreeProcessor.terminate();
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@ -1995,7 +1995,7 @@ void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
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event->buttons(), event->modifiers());
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_entities.mouseMoveEvent(&mappedEvent, deviceID);
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getEntities()->mouseMoveEvent(&mappedEvent, deviceID);
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_controllerScriptingInterface->emitMouseMoveEvent(&mappedEvent, deviceID); // send events to any registered scripts
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// if one of our scripts have asked to capture this event, then stop processing it
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@ -2021,7 +2021,7 @@ void Application::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
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event->buttons(), event->modifiers());
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if (!_aboutToQuit) {
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_entities.mousePressEvent(&mappedEvent, deviceID);
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getEntities()->mousePressEvent(&mappedEvent, deviceID);
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}
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_controllerScriptingInterface->emitMousePressEvent(&mappedEvent); // send events to any registered scripts
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@ -2066,7 +2066,7 @@ void Application::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
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event->buttons(), event->modifiers());
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if (!_aboutToQuit) {
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_entities.mouseReleaseEvent(&mappedEvent, deviceID);
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getEntities()->mouseReleaseEvent(&mappedEvent, deviceID);
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}
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_controllerScriptingInterface->emitMouseReleaseEvent(&mappedEvent); // send events to any registered scripts
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@ -2389,7 +2389,7 @@ void Application::calibrateEyeTracker5Points() {
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bool Application::exportEntities(const QString& filename, const QVector<EntityItemID>& entityIDs) {
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QVector<EntityItemPointer> entities;
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auto entityTree = _entities.getTree();
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auto entityTree = getEntities()->getTree();
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auto exportTree = std::make_shared<EntityTree>();
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exportTree->createRootElement();
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@ -2433,7 +2433,7 @@ bool Application::exportEntities(const QString& filename, const QVector<EntityIt
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bool Application::exportEntities(const QString& filename, float x, float y, float z, float scale) {
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QVector<EntityItemPointer> entities;
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_entities.getTree()->findEntities(AACube(glm::vec3(x, y, z), scale), entities);
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getEntities()->getTree()->findEntities(AACube(glm::vec3(x, y, z), scale), entities);
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if (entities.size() > 0) {
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glm::vec3 root(x, y, z);
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@ -2501,7 +2501,7 @@ bool Application::importEntities(const QString& urlOrFilename) {
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}
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QVector<EntityItemID> Application::pasteEntities(float x, float y, float z) {
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return _entityClipboard->sendEntities(&_entityEditSender, _entities.getTree(), x, y, z);
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return _entityClipboard->sendEntities(&_entityEditSender, getEntities()->getTree(), x, y, z);
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}
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void Application::initDisplay() {
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@ -2540,13 +2540,13 @@ void Application::init() {
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// fire off an immediate domain-server check in now that settings are loaded
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DependencyManager::get<NodeList>()->sendDomainServerCheckIn();
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_entities.init();
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_entities.setViewFrustum(getViewFrustum());
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getEntities()->init();
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getEntities()->setViewFrustum(getViewFrustum());
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ObjectMotionState::setShapeManager(&_shapeManager);
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_physicsEngine->init();
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EntityTreePointer tree = _entities.getTree();
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EntityTreePointer tree = getEntities()->getTree();
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_entitySimulation.init(tree, _physicsEngine, &_entityEditSender);
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tree->setSimulation(&_entitySimulation);
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@ -2554,11 +2554,11 @@ void Application::init() {
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// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
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connect(&_entitySimulation, &EntitySimulation::entityCollisionWithEntity,
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&_entities, &EntityTreeRenderer::entityCollisionWithEntity);
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getEntities(), &EntityTreeRenderer::entityCollisionWithEntity);
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// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
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// of events related clicking, hovering over, and entering entities
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_entities.connectSignalsToSlots(entityScriptingInterface.data());
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getEntities()->connectSignalsToSlots(entityScriptingInterface.data());
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_entityClipboardRenderer.init();
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_entityClipboardRenderer.setViewFrustum(getViewFrustum());
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@ -2907,19 +2907,19 @@ void Application::update(float deltaTime) {
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_avatarUpdate->synchronousProcess();
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if (true || _physicsEnabled) {
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if (_physicsEnabled) {
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PerformanceTimer perfTimer("physics");
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static VectorOfMotionStates motionStates;
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_entitySimulation.getObjectsToDelete(motionStates);
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_physicsEngine->deleteObjects(motionStates);
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_entities.getTree()->withWriteLock([&] {
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getEntities()->getTree()->withWriteLock([&] {
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_entitySimulation.getObjectsToAdd(motionStates);
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_physicsEngine->addObjects(motionStates);
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});
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_entities.getTree()->withWriteLock([&] {
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getEntities()->getTree()->withWriteLock([&] {
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_entitySimulation.getObjectsToChange(motionStates);
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VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
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_entitySimulation.setObjectsToChange(stillNeedChange);
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@ -2937,12 +2937,12 @@ void Application::update(float deltaTime) {
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myAvatar->prepareForPhysicsSimulation();
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_entities.getTree()->withWriteLock([&] {
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getEntities()->getTree()->withWriteLock([&] {
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_physicsEngine->stepSimulation();
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});
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if (_physicsEngine->hasOutgoingChanges()) {
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_entities.getTree()->withWriteLock([&] {
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getEntities()->getTree()->withWriteLock([&] {
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_entitySimulation.handleOutgoingChanges(_physicsEngine->getOutgoingChanges(), _physicsEngine->getSessionID());
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avatarManager->handleOutgoingChanges(_physicsEngine->getOutgoingChanges());
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});
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@ -2957,9 +2957,9 @@ void Application::update(float deltaTime) {
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// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
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// deadlock.)
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_entitySimulation.handleCollisionEvents(collisionEvents);
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// NOTE: the _entities.update() call below will wait for lock
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// NOTE: the getEntities()->update() call below will wait for lock
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// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
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_entities.update(); // update the models...
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getEntities()->update(); // update the models...
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}
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myAvatar->harvestResultsFromPhysicsSimulation();
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@ -3781,7 +3781,7 @@ void Application::clearDomainOctreeDetails() {
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});
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// reset the model renderer
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_entities.clear();
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getEntities()->clear();
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}
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void Application::domainChanged(const QString& domainHostname) {
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@ -3903,7 +3903,7 @@ bool Application::nearbyEntitiesAreReadyForPhysics() {
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// Someone logs in close to the table. They receive information about the items on the table before they
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// receive information about the table. The items are very close to the avatar's capsule, so they become
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// activated in bullet. This causes them to fall to the floor, because the table's shape isn't yet in bullet.
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EntityTreePointer entityTree = _entities.getTree();
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EntityTreePointer entityTree = getEntities()->getTree();
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if (!entityTree) {
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return false;
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}
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@ -3916,6 +3916,9 @@ bool Application::nearbyEntitiesAreReadyForPhysics() {
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foreach (EntityItemPointer entity, entities) {
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if (!entity->isReadyToComputeShape()) {
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static QString repeatedMessage =
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LogHandler::getInstance().addRepeatedMessageRegex("Physics disabled until entity loads: .*");
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qCDebug(interfaceapp) << "Physics disabled until entity loads: " << entity->getID() << entity->getName();
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return false;
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}
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}
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@ -3967,11 +3970,21 @@ int Application::processOctreeStats(ReceivedMessage& message, SharedNodePointer
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});
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});
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if (!_physicsEnabled && nearbyEntitiesAreReadyForPhysics()) {
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// These stats packets are sent in between full sends of a scene.
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// We keep physics disabled until we've recieved a full scene and everything near the avatar in that
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// scene is ready to compute its collision shape.
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_physicsEnabled = true;
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if (!_physicsEnabled) {
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if (nearbyEntitiesAreReadyForPhysics()) {
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// These stats packets are sent in between full sends of a scene.
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// We keep physics disabled until we've recieved a full scene and everything near the avatar in that
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// scene is ready to compute its collision shape.
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_physicsEnabled = true;
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getMyAvatar()->updateMotionBehaviorFromMenu();
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} else {
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auto characterController = getMyAvatar()->getCharacterController();
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if (characterController) {
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// if we have a character controller, disable it here so the avatar doesn't get stuck due to
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// a non-loading collision hull.
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characterController->setEnabled(false);
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}
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}
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}
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return statsMessageLength;
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@ -4034,7 +4047,7 @@ void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scri
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// we can use the same ones from the application.
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auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
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entityScriptingInterface->setPacketSender(&_entityEditSender);
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entityScriptingInterface->setEntityTree(_entities.getTree());
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entityScriptingInterface->setEntityTree(getEntities()->getTree());
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// AvatarManager has some custom types
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AvatarManager::registerMetaTypes(scriptEngine);
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@ -136,7 +136,7 @@ public:
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const ViewFrustum* getDisplayViewFrustum() const;
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ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
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const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
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EntityTreeRenderer* getEntities() { return &_entities; }
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EntityTreeRenderer* getEntities() { return DependencyManager::get<EntityTreeRenderer>().data(); }
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QUndoStack* getUndoStack() { return &_undoStack; }
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MainWindow* getWindow() { return _window; }
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EntityTreePointer getEntityClipboard() { return _entityClipboard; }
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@ -451,7 +451,6 @@ private:
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PhysicalEntitySimulation _entitySimulation;
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PhysicsEnginePointer _physicsEngine;
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EntityTreeRenderer _entities;
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EntityTreeRenderer _entityClipboardRenderer;
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EntityTreePointer _entityClipboard;
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@ -30,7 +30,7 @@ class ZoneEntityItem;
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// Generic client side Octree renderer class.
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class EntityTreeRenderer : public OctreeRenderer, public EntityItemFBXService {
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class EntityTreeRenderer : public OctreeRenderer, public EntityItemFBXService, public Dependency {
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Q_OBJECT
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public:
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EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
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@ -12,12 +12,14 @@
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#include <glm/gtx/quaternion.hpp>
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#include <QJsonDocument>
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#include <QtCore/QThread>
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#include <AbstractViewStateInterface.h>
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#include <DeferredLightingEffect.h>
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#include <Model.h>
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#include <PerfStat.h>
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#include <render/Scene.h>
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#include <DependencyManager.h>
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#include "EntityTreeRenderer.h"
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#include "EntitiesRendererLogging.h"
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@ -44,6 +46,32 @@ RenderableModelEntityItem::~RenderableModelEntityItem() {
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}
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}
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void RenderableModelEntityItem::setModelURL(const QString& url) {
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auto& currentURL = getParsedModelURL();
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ModelEntityItem::setModelURL(url);
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if (currentURL != getParsedModelURL() || !_model) {
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EntityTreePointer tree = getTree();
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if (tree) {
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QMetaObject::invokeMethod(tree.get(), "callLoader", Qt::QueuedConnection, Q_ARG(EntityItemID, getID()));
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}
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}
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}
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void RenderableModelEntityItem::loader() {
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_needsModelReload = true;
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EntityTreeRenderer* renderer = DependencyManager::get<EntityTreeRenderer>().data();
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assert(renderer);
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if (!_model || _needsModelReload) {
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PerformanceTimer perfTimer("getModel");
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getModel(renderer);
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}
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if (_model) {
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_model->setURL(getParsedModelURL());
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_model->setCollisionModelURL(QUrl(getCompoundShapeURL()));
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}
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}
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void RenderableModelEntityItem::setDimensions(const glm::vec3& value) {
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_dimensionsInitialized = true;
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ModelEntityItem::setDimensions(value);
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@ -253,6 +281,60 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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remapTextures();
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{
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// float alpha = getLocalRenderAlpha();
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if (!_model || _needsModelReload) {
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// TODO: this getModel() appears to be about 3% of model render time. We should optimize
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PerformanceTimer perfTimer("getModel");
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EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
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getModel(renderer);
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}
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if (_model) {
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// handle animations..
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if (hasAnimation()) {
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if (!jointsMapped()) {
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QStringList modelJointNames = _model->getJointNames();
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mapJoints(modelJointNames);
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}
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if (jointsMapped()) {
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bool newFrame;
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QVector<glm::quat> frameDataRotations;
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QVector<glm::vec3> frameDataTranslations;
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getAnimationFrame(newFrame, frameDataRotations, frameDataTranslations);
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assert(frameDataRotations.size() == frameDataTranslations.size());
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if (newFrame) {
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for (int i = 0; i < frameDataRotations.size(); i++) {
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_model->setJointState(i, true, frameDataRotations[i], frameDataTranslations[i], 1.0f);
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}
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}
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}
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}
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bool movingOrAnimating = isMoving() || isAnimatingSomething();
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if ((movingOrAnimating ||
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_needsInitialSimulation ||
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_model->getTranslation() != getPosition() ||
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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, 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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}
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}
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}
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} else {
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static glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
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gpu::Batch& batch = *args->_batch;
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@ -264,7 +346,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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Model* result = NULL;
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if (!renderer) {
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return result;
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}
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@ -286,7 +368,8 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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// if we have a previously allocated model, but its URL doesn't match
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// then we need to let our renderer update our model for us.
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if (_model && QUrl(getModelURL()) != _model->getURL()) {
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if (_model && (QUrl(getModelURL()) != _model->getURL() ||
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QUrl(getCompoundShapeURL()) != _model->getCollisionURL())) {
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result = _model = _myRenderer->updateModel(_model, getModelURL(), getCompoundShapeURL());
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_needsInitialSimulation = true;
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} else if (!_model) { // if we don't yet have a model, then we want our renderer to allocate one
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@ -295,6 +378,12 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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} else { // we already have the model we want...
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result = _model;
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}
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if (_model && _needsInitialSimulation) {
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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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} else { // if our desired URL is empty, we may need to delete our existing model
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if (_model) {
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_myRenderer->releaseModel(_model);
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@ -307,35 +396,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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}
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bool RenderableModelEntityItem::needsToCallUpdate() const {
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if (!_dimensionsInitialized || _needsInitialSimulation || ModelEntityItem::needsToCallUpdate()) {
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return true;
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}
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if (!_dimensionsInitialized && _model && _model->isActive()) {
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return true;
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}
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if (_myRenderer && (!_model || _needsModelReload)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_model) {
|
||||
if (hasAnimation() || jointsMapped()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool movingOrAnimating = isMoving() || isAnimatingSomething();
|
||||
if ((movingOrAnimating ||
|
||||
_needsInitialSimulation ||
|
||||
_model->getTranslation() != getPosition() ||
|
||||
_model->getRotation() != getRotation() ||
|
||||
_model->getRegistrationPoint() != getRegistrationPoint())
|
||||
&& _model->isActive() && _dimensionsInitialized) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return !_dimensionsInitialized || _needsInitialSimulation || ModelEntityItem::needsToCallUpdate();
|
||||
}
|
||||
|
||||
void RenderableModelEntityItem::update(const quint64& now) {
|
||||
|
@ -351,56 +412,6 @@ void RenderableModelEntityItem::update(const quint64& now) {
|
|||
Q_ARG(EntityItemProperties, properties));
|
||||
}
|
||||
|
||||
if (_myRenderer && (!_model || _needsModelReload)) {
|
||||
// TODO: this getModel() appears to be about 3% of model render time. We should optimize
|
||||
PerformanceTimer perfTimer("getModel");
|
||||
getModel(_myRenderer);
|
||||
}
|
||||
|
||||
if (_model) {
|
||||
// handle animations..
|
||||
if (hasAnimation()) {
|
||||
if (!jointsMapped()) {
|
||||
QStringList modelJointNames = _model->getJointNames();
|
||||
mapJoints(modelJointNames);
|
||||
}
|
||||
|
||||
if (jointsMapped()) {
|
||||
bool newFrame;
|
||||
QVector<glm::quat> frameDataRotations;
|
||||
QVector<glm::vec3> frameDataTranslations;
|
||||
getAnimationFrame(newFrame, frameDataRotations, frameDataTranslations);
|
||||
assert(frameDataRotations.size() == frameDataTranslations.size());
|
||||
if (newFrame) {
|
||||
for (int i = 0; i < frameDataRotations.size(); i++) {
|
||||
_model->setJointState(i, true, frameDataRotations[i], frameDataTranslations[i], 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool movingOrAnimating = isMoving() || isAnimatingSomething();
|
||||
if ((movingOrAnimating ||
|
||||
_needsInitialSimulation ||
|
||||
_model->getTranslation() != getPosition() ||
|
||||
_model->getRotation() != getRotation() ||
|
||||
_model->getRegistrationPoint() != getRegistrationPoint())
|
||||
&& _model->isActive() && _dimensionsInitialized) {
|
||||
_model->setScaleToFit(true, getDimensions());
|
||||
_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
|
||||
_model->setRotation(getRotation());
|
||||
_model->setTranslation(getPosition());
|
||||
|
||||
// make sure to simulate so everything gets set up correctly for rendering
|
||||
{
|
||||
PerformanceTimer perfTimer("_model->simulate");
|
||||
_model->simulate(0.0f);
|
||||
}
|
||||
|
||||
_needsInitialSimulation = false;
|
||||
}
|
||||
}
|
||||
|
||||
ModelEntityItem::update(now);
|
||||
}
|
||||
|
||||
|
@ -427,17 +438,27 @@ bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& ori
|
|||
}
|
||||
|
||||
void RenderableModelEntityItem::setCompoundShapeURL(const QString& url) {
|
||||
auto currentCompoundShapeURL = getCompoundShapeURL();
|
||||
ModelEntityItem::setCompoundShapeURL(url);
|
||||
if (_model) {
|
||||
_model->setCollisionModelURL(QUrl(url));
|
||||
|
||||
if (getCompoundShapeURL() != currentCompoundShapeURL || !_model) {
|
||||
EntityTreePointer tree = getTree();
|
||||
if (tree) {
|
||||
QMetaObject::invokeMethod(tree.get(), "callLoader", Qt::QueuedConnection, Q_ARG(EntityItemID, getID()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderableModelEntityItem::isReadyToComputeShape() {
|
||||
ShapeType type = getShapeType();
|
||||
|
||||
if (type == SHAPE_TYPE_COMPOUND) {
|
||||
|
||||
if (!_model) {
|
||||
EntityTreePointer tree = getTree();
|
||||
if (tree) {
|
||||
QMetaObject::invokeMethod(tree.get(), "callLoader", Qt::QueuedConnection, Q_ARG(EntityItemID, getID()));
|
||||
}
|
||||
return false; // hmm...
|
||||
}
|
||||
|
||||
|
|
|
@ -29,7 +29,8 @@ public:
|
|||
virtual ~RenderableModelEntityItem();
|
||||
|
||||
virtual void setDimensions(const glm::vec3& value) override;
|
||||
|
||||
virtual void setModelURL(const QString& url);
|
||||
|
||||
virtual EntityItemProperties getProperties(EntityPropertyFlags desiredProperties = EntityPropertyFlags()) const override;
|
||||
virtual bool setProperties(const EntityItemProperties& properties) override;
|
||||
virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
|
||||
|
@ -72,6 +73,7 @@ public:
|
|||
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
|
||||
|
||||
void locationChanged();
|
||||
virtual void loader() override;
|
||||
|
||||
private:
|
||||
void remapTextures();
|
||||
|
|
|
@ -382,6 +382,8 @@ public:
|
|||
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override { return glm::quat(); }
|
||||
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override { return glm::vec3(0.0f); }
|
||||
|
||||
virtual void loader() {} // called indirectly when urls for geometry are updated
|
||||
|
||||
protected:
|
||||
|
||||
const QByteArray getActionDataInternal() const;
|
||||
|
|
|
@ -1266,3 +1266,12 @@ void EntityTree::trackIncomingEntityLastEdited(quint64 lastEditedTime, int bytes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void EntityTree::callLoader(EntityItemID entityID) {
|
||||
// this is used to bounce from the networking thread to the main thread
|
||||
EntityItemPointer entity = findEntityByEntityItemID(entityID);
|
||||
if (entity) {
|
||||
entity->loader();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -235,6 +235,9 @@ public:
|
|||
return _deletedEntityItemIDs.contains(id);
|
||||
}
|
||||
|
||||
public slots:
|
||||
void callLoader(EntityItemID entityID);
|
||||
|
||||
signals:
|
||||
void deletingEntity(const EntityItemID& entityID);
|
||||
void addingEntity(const EntityItemID& entityID);
|
||||
|
|
|
@ -74,11 +74,10 @@ public:
|
|||
_color[GREEN_INDEX] = value.green;
|
||||
_color[BLUE_INDEX] = value.blue;
|
||||
}
|
||||
|
||||
// model related properties
|
||||
void setModelURL(const QString& url) { _modelURL = url; _parsedModelURL = QUrl(url); }
|
||||
virtual void setCompoundShapeURL(const QString& url);
|
||||
|
||||
// model related properties
|
||||
virtual void setModelURL(const QString& url) { _modelURL = url; _parsedModelURL = QUrl(url); }
|
||||
virtual void setCompoundShapeURL(const QString& url);
|
||||
|
||||
// Animation related items...
|
||||
const AnimationPropertyGroup& getAnimationProperties() const { return _animationProperties; }
|
||||
|
|
|
@ -57,7 +57,7 @@ public:
|
|||
static bool getDrawZoneBoundaries() { return _drawZoneBoundaries; }
|
||||
static void setDrawZoneBoundaries(bool value) { _drawZoneBoundaries = value; }
|
||||
|
||||
virtual bool isReadyToComputeShape() { return false; }
|
||||
virtual bool isReadyToComputeShape() { return true; }
|
||||
void updateShapeType(ShapeType type) { _shapeType = type; }
|
||||
virtual ShapeType getShapeType() const;
|
||||
|
||||
|
|
Loading…
Reference in a new issue