Before merging upstream

This commit is contained in:
samcake 2016-03-10 15:10:34 -08:00
parent f40d390cc9
commit fb68c09941
5 changed files with 34 additions and 16 deletions

View file

@ -11,6 +11,7 @@
#include "Base3DOverlay.h"
#include "Application.h"
#include <RegisteredMetaTypes.h>
#include <SharedUtil.h>
@ -42,11 +43,14 @@ Base3DOverlay::Base3DOverlay(const Base3DOverlay* base3DOverlay) :
void Base3DOverlay::setProperties(const QVariantMap& properties) {
Overlay::setProperties(properties);
bool needRenderItemUpdate = false;
auto drawInFront = properties["drawInFront"];
if (drawInFront.isValid()) {
bool value = drawInFront.toBool();
setDrawInFront(value);
needRenderItemUpdate = true;
}
auto position = properties["position"];
@ -60,16 +64,19 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
}
if (position.isValid()) {
setPosition(vec3FromVariant(position));
needRenderItemUpdate = true;
}
if (properties["lineWidth"].isValid()) {
setLineWidth(properties["lineWidth"].toFloat());
needRenderItemUpdate = true;
}
auto rotation = properties["rotation"];
if (rotation.isValid()) {
setRotation(quatFromVariant(rotation));
needRenderItemUpdate = true;
}
if (properties["isSolid"].isValid()) {
@ -100,6 +107,18 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
if (properties["ignoreRayIntersection"].isValid()) {
setIgnoreRayIntersection(properties["ignoreRayIntersection"].toBool());
}
if (needRenderItemUpdate) {
auto itemID = getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
QVariant Base3DOverlay::getProperty(const QString& property) {

View file

@ -233,19 +233,6 @@ bool Overlays::editOverlay(unsigned int id, const QVariant& properties) {
if (thisOverlay) {
thisOverlay->setProperties(properties.toMap());
if (thisOverlay->is3D()) {
auto itemID = thisOverlay->getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
const render::Item& item = scene->getItem(itemID);
if (item.getKey() != render::payloadGetKey(thisOverlay)) {
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
return true;
}
return false;

View file

@ -48,6 +48,10 @@ ItemID Scene::allocateID() {
return _IDAllocator.fetch_add(1);
}
bool Scene::isAllocatedID(const ItemID& id) {
return Item::isValidID(id) && (id < _numAllocatedItems.load());
}
/// Enqueue change batch to the scene
void Scene::enqueuePendingChanges(const PendingChanges& pendingChanges) {
_changeQueueMutex.lock();
@ -83,6 +87,9 @@ void Scene::processPendingChangesQueue() {
updateItems(consolidatedPendingChanges._updatedItems, consolidatedPendingChanges._updateFunctors);
removeItems(consolidatedPendingChanges._removedItems);
// Update the numItemsAtomic counter AFTER the pending changes went through
_numAllocatedItems.exchange(maxID);
// ready to go back to rendering activities
_itemsMutex.unlock();
}

View file

@ -60,6 +60,9 @@ public:
// This call is thread safe, can be called from anywhere to allocate a new ID
ItemID allocateID();
// Check that the ID is valid and allocated for this scene, this a threadsafe call
bool isAllocatedID(const ItemID& id);
// Enqueue change batch to the scene
void enqueuePendingChanges(const PendingChanges& pendingChanges);
@ -81,6 +84,8 @@ public:
protected:
// Thread safe elements that can be accessed from anywhere
std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
std::mutex _changeQueueMutex;
PendingChangesQueue _changeQueue;

View file

@ -402,9 +402,9 @@ namespace render {
// Clamp a position expressed in a depth space to make sure it is in the valid space for that Depth
glm::vec3 clampRelPosToTreeRange(const glm::vec3& pos) const {
return glm::vec3(
std::min(std::max(pos.x, 0.0f), _size),
std::min(std::max(pos.y, 0.0f), _size),
std::min(std::max(pos.z, 0.0f), _size));
std::min(std::max(pos.x, 1.0f), _size - 1.0f),
std::min(std::max(pos.y, 1.0f), _size - 1.0f),
std::min(std::max(pos.z, 1.0f), _size - 1.0f));
}
Coord3 evalCoord(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
auto npos = clampRelPosToTreeRange((pos - getOrigin()));