Fix for _meshStates.empty() assertion

See the comment in the code for a detailed discussion of the issue. This is
a workaround, but it should be a safe one.
This commit is contained in:
Dale Glass 2021-11-22 01:13:39 +01:00
parent bfbbb2f528
commit 65a87b9603

View file

@ -295,7 +295,20 @@ bool Model::updateGeometry() {
// TODO: should all Models have a valid _rig?
if (_rig.jointStatesEmpty() && getHFMModel().joints.size() > 0) {
initJointStates();
assert(_meshStates.empty());
if (!_meshStates.empty()) {
// See https://github.com/vircadia/vircadia/issues/958 for a discussion of the issues found here with
// a previously existing assert, and the likely reasons for things going wrong here.
//
// TL;DR: There may be a threading issue, or it could be due to something lacking joints, which would cause
// initJointStates() to fail to make _rig.jointStatesEmpty() false, causing things to end up here twice.
//
// In any case it appears to be safe to simply clear _meshStates here, even though this shouldn't happen.
_meshStates.clear();
qCWarning(renderutils) << "_meshStates has" << _meshStates.size() << "items when it should have none. Model with URL "
<< _url.toString() << "; translation" << _translation << "; rotation" << _rotation << "; scale" << _scale
<< "; joint state count" << _rig.getJointStateCount() << "; type" << (modelProviderType == NestableType::Avatar ? "Avatar" : "Entity");
}
const HFMModel& hfmModel = getHFMModel();
int i = 0;
@ -841,8 +854,8 @@ void Model::calculateTriangleSets(const HFMModel& hfmModel) {
int i2 = part.quadIndices[vIndex++];
int i3 = part.quadIndices[vIndex++];
// track the model space version... these points will be transformed by the FST's offset,
// which includes the scaling, rotation, and translation specified by the FST/FBX,
// track the model space version... these points will be transformed by the FST's offset,
// which includes the scaling, rotation, and translation specified by the FST/FBX,
// this can't change at runtime, so we can safely store these in our TriangleSet
glm::vec3 v0 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i0], 1.0f));
glm::vec3 v1 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i1], 1.0f));
@ -863,8 +876,8 @@ void Model::calculateTriangleSets(const HFMModel& hfmModel) {
int i1 = part.triangleIndices[vIndex++];
int i2 = part.triangleIndices[vIndex++];
// track the model space version... these points will be transformed by the FST's offset,
// which includes the scaling, rotation, and translation specified by the FST/FBX,
// track the model space version... these points will be transformed by the FST's offset,
// which includes the scaling, rotation, and translation specified by the FST/FBX,
// this can't change at runtime, so we can safely store these in our TriangleSet
glm::vec3 v0 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i0], 1.0f));
glm::vec3 v1 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i1], 1.0f));