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Merge pull request #9991 from Atlante45/fix/entity-bad-url
Show entity bounding box for bad URLs
This commit is contained in:
commit
5ff7dbb254
2 changed files with 109 additions and 104 deletions
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@ -371,109 +371,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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_model->updateRenderItems();
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}
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if (hasModel()) {
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// Prepare the current frame
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{
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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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auto renderer = qSharedPointerCast<EntityTreeRenderer>(args->_renderer);
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getModel(renderer);
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// Remap textures immediately after loading to avoid flicker
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remapTextures();
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}
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if (_model) {
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if (hasRenderAnimation()) {
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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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}
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_jointDataLock.withWriteLock([&] {
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getAnimationFrame();
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// relay any inbound joint changes from scripts/animation/network to the model/rig
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for (int index = 0; index < _localJointRotations.size(); index++) {
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if (_localJointRotationsDirty[index]) {
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glm::quat rotation = _localJointRotations[index];
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_model->setJointRotation(index, true, rotation, 1.0f);
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_localJointRotationsDirty[index] = false;
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}
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}
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for (int index = 0; index < _localJointTranslations.size(); index++) {
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if (_localJointTranslationsDirty[index]) {
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glm::vec3 translation = _localJointTranslations[index];
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_model->setJointTranslation(index, true, translation, 1.0f);
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_localJointTranslationsDirty[index] = false;
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}
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}
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});
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updateModelBounds();
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}
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}
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// Enqueue updates for the next frame
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if (_model) {
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#ifdef WANT_EXTRA_RENDER_DEBUGGING
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// debugging...
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gpu::Batch& batch = *args->_batch;
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_model->renderDebugMeshBoxes(batch);
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#endif
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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// the renderable item. As it stands now the model checks it's visible/invisible state
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// so most of the time we don't do anything in this function.
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_model->setVisibleInScene(getVisible(), scene);
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// Remap textures for the next frame to avoid flicker
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remapTextures();
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// update whether the model should be showing collision mesh (this may flag for fixupInScene)
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bool showingCollisionGeometry = (bool)(args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS);
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if (showingCollisionGeometry != _showCollisionGeometry) {
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ShapeType type = getShapeType();
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_showCollisionGeometry = showingCollisionGeometry;
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if (_showCollisionGeometry && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
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// NOTE: it is OK if _collisionMeshKey is nullptr
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model::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
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// NOTE: the model will render the collisionGeometry if it has one
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_model->setCollisionMesh(mesh);
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} else {
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// release mesh
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if (_collisionMeshKey) {
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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}
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// clear model's collision geometry
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model::MeshPointer mesh = nullptr;
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_model->setCollisionMesh(mesh);
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}
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}
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if (_model->needsFixupInScene()) {
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render::PendingChanges pendingChanges;
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_model->removeFromScene(scene, pendingChanges);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(getThisPointer(), statusGetters);
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_model->addToScene(scene, pendingChanges, statusGetters);
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scene->enqueuePendingChanges(pendingChanges);
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}
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auto& currentURL = getParsedModelURL();
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if (currentURL != _model->getURL()) {
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// Defer setting the url to the render thread
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getModel(_myRenderer);
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}
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}
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} else {
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if (!hasModel() || (_model && _model->didVisualGeometryRequestFail())) {
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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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bool success;
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@ -482,6 +380,109 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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batch.setModelTransform(shapeTransform); // we want to include the scale as well
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DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, greenColor);
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}
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return;
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}
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// Prepare the current frame
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{
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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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auto renderer = qSharedPointerCast<EntityTreeRenderer>(args->_renderer);
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getModel(renderer);
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// Remap textures immediately after loading to avoid flicker
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remapTextures();
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}
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if (_model) {
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if (hasRenderAnimation()) {
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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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}
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_jointDataLock.withWriteLock([&] {
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getAnimationFrame();
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// relay any inbound joint changes from scripts/animation/network to the model/rig
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for (int index = 0; index < _localJointRotations.size(); index++) {
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if (_localJointRotationsDirty[index]) {
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glm::quat rotation = _localJointRotations[index];
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_model->setJointRotation(index, true, rotation, 1.0f);
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_localJointRotationsDirty[index] = false;
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}
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}
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for (int index = 0; index < _localJointTranslations.size(); index++) {
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if (_localJointTranslationsDirty[index]) {
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glm::vec3 translation = _localJointTranslations[index];
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_model->setJointTranslation(index, true, translation, 1.0f);
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_localJointTranslationsDirty[index] = false;
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}
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}
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});
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updateModelBounds();
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}
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}
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// Enqueue updates for the next frame
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if (_model) {
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#ifdef WANT_EXTRA_RENDER_DEBUGGING
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// debugging...
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gpu::Batch& batch = *args->_batch;
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_model->renderDebugMeshBoxes(batch);
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#endif
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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// the renderable item. As it stands now the model checks it's visible/invisible state
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// so most of the time we don't do anything in this function.
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_model->setVisibleInScene(getVisible(), scene);
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// Remap textures for the next frame to avoid flicker
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remapTextures();
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// update whether the model should be showing collision mesh (this may flag for fixupInScene)
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bool showingCollisionGeometry = (bool)(args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS);
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if (showingCollisionGeometry != _showCollisionGeometry) {
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ShapeType type = getShapeType();
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_showCollisionGeometry = showingCollisionGeometry;
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if (_showCollisionGeometry && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
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// NOTE: it is OK if _collisionMeshKey is nullptr
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model::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
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// NOTE: the model will render the collisionGeometry if it has one
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_model->setCollisionMesh(mesh);
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} else {
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// release mesh
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if (_collisionMeshKey) {
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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}
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// clear model's collision geometry
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model::MeshPointer mesh = nullptr;
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_model->setCollisionMesh(mesh);
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}
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}
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if (_model->needsFixupInScene()) {
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render::PendingChanges pendingChanges;
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_model->removeFromScene(scene, pendingChanges);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(getThisPointer(), statusGetters);
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_model->addToScene(scene, pendingChanges, statusGetters);
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scene->enqueuePendingChanges(pendingChanges);
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}
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auto& currentURL = getParsedModelURL();
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if (currentURL != _model->getURL()) {
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// Defer setting the url to the render thread
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getModel(_myRenderer);
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}
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}
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}
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@ -587,6 +588,10 @@ EntityItemProperties RenderableModelEntityItem::getProperties(EntityPropertyFlag
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return properties;
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}
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bool RenderableModelEntityItem::supportsDetailedRayIntersection() const {
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return _model && _model->isLoaded();
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}
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bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElementPointer& element, float& distance, BoxFace& face,
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glm::vec3& surfaceNormal, void** intersectedObject, bool precisionPicking) const {
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@ -46,7 +46,7 @@ public:
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void updateModelBounds();
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virtual void render(RenderArgs* args) override;
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virtual bool supportsDetailedRayIntersection() const override { return true; }
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virtual bool supportsDetailedRayIntersection() const override;
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElementPointer& element, float& distance,
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BoxFace& face, glm::vec3& surfaceNormal,
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