Merge pull request #3895 from AndrewMeadows/thermonuclear

fix for non-animating models
This commit is contained in:
Brad Hefta-Gaub 2014-12-03 17:26:00 -08:00
commit c901b8d1eb

View file

@ -374,17 +374,9 @@ bool ModelEntityItem::isAnimatingSomething() const {
}
EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState();
// if the base class is static, then consider our animation state, and upgrade to changing if
// we are animating. If the base class has a higher simulation state than static, then
// use the base class state.
if (baseClassState == EntityItem::Static) {
if (isAnimatingSomething()) {
return EntityItem::Moving;
}
}
return baseClassState;
// if we're animating then we need to have update() periodically called on this entity
// which means we need to categorized as Moving
return isAnimatingSomething() ? EntityItem::Moving : EntityItem::computeSimulationState();
}
void ModelEntityItem::update(const quint64& updateTime) {