watch for attachment texture loading

This commit is contained in:
SamGondelman 2018-01-18 11:54:54 -08:00
parent 95d0e8aa56
commit c8aded0688
2 changed files with 18 additions and 2 deletions

View file

@ -791,10 +791,19 @@ bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
// virtual
void Avatar::simulateAttachments(float deltaTime) {
assert(_attachmentModels.size() == _attachmentModelsTexturesLoaded.size());
PerformanceTimer perfTimer("attachments");
for (int i = 0; i < (int)_attachmentModels.size(); i++) {
const AttachmentData& attachment = _attachmentData.at(i);
auto& model = _attachmentModels.at(i);
bool texturesLoaded = _attachmentModelsTexturesLoaded.at(i);
// Watch for texture loading
if (!texturesLoaded && model->getGeometry() && model->getGeometry()->areTexturesLoaded()) {
_attachmentModelsTexturesLoaded[i] = true;
model->updateRenderItems();
}
int jointIndex = getJointIndex(attachment.jointName);
glm::vec3 jointPosition;
glm::quat jointRotation;
@ -1319,6 +1328,7 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
while ((int)_attachmentModels.size() > attachmentData.size()) {
auto attachmentModel = _attachmentModels.back();
_attachmentModels.pop_back();
_attachmentModelsTexturesLoaded.pop_back();
_attachmentsToRemove.push_back(attachmentModel);
}
@ -1326,11 +1336,16 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
if (i == (int)_attachmentModels.size()) {
// if number of attachments has been increased, we need to allocate a new model
_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig(), isMyAvatar()));
}
else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
_attachmentModelsTexturesLoaded.push_back(false);
} else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
// if the attachment has changed type, we need to re-allocate a new one.
_attachmentsToRemove.push_back(_attachmentModels[i]);
_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig(), isMyAvatar());
_attachmentModelsTexturesLoaded[i] = false;
}
// If the model URL has changd, we need to wait for the textures to load
if (_attachmentModels[i]->getURL() != attachmentData[i].modelURL) {
_attachmentModelsTexturesLoaded[i] = false;
}
_attachmentModels[i]->setURL(attachmentData[i].modelURL);
}

View file

@ -306,6 +306,7 @@ protected:
glm::vec3 _skeletonOffset;
std::vector<std::shared_ptr<Model>> _attachmentModels;
std::vector<bool> _attachmentModelsTexturesLoaded;
std::vector<std::shared_ptr<Model>> _attachmentsToRemove;
std::vector<std::shared_ptr<Model>> _attachmentsToDelete;