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Merge pull request #3895 from AndrewMeadows/thermonuclear
fix for non-animating models
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commit
c901b8d1eb
1 changed files with 3 additions and 11 deletions
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@ -374,17 +374,9 @@ bool ModelEntityItem::isAnimatingSomething() const {
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}
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}
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EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
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EntityItem::SimulationState ModelEntityItem::computeSimulationState() const {
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EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState();
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// if we're animating then we need to have update() periodically called on this entity
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// which means we need to categorized as Moving
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// if the base class is static, then consider our animation state, and upgrade to changing if
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return isAnimatingSomething() ? EntityItem::Moving : EntityItem::computeSimulationState();
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// we are animating. If the base class has a higher simulation state than static, then
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// use the base class state.
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if (baseClassState == EntityItem::Static) {
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if (isAnimatingSomething()) {
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return EntityItem::Moving;
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}
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}
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return baseClassState;
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}
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}
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void ModelEntityItem::update(const quint64& updateTime) {
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void ModelEntityItem::update(const quint64& updateTime) {
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