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added notes on experimental new replacement for addOrUpdateEntity()
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2 changed files with 30 additions and 0 deletions
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@ -331,6 +331,33 @@ bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
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// If this element is the best fit for the new entity properties, then add/or update it
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if (entityTreeElement->bestFitBounds(_newEntityCube)) {
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/*********
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//
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//
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// LOOK AT THIS NEXT... this is crashing... the old code was working.... but this is not...
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//
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//
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//
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// if we are the existing containing element, then we can just do the update of the entity properties
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if (entityTreeElement == _containingElement) {
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assert(!_removeOld); // We shouldn't be in a remove old case and also be the new best fit
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// set the entity properties and mark our element as changed.
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_existingEntity->setProperties(_properties);
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entityTreeElement->markWithChangedTime();
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} else {
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// otherwise, this is an add case.
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entityTreeElement->addEntityItem(_existingEntity);
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_existingEntity->setProperties(_properties); // still need to update the properties!
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entityTreeElement->markWithChangedTime();
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_tree->setContainingElement(_entityItemID, entityTreeElement);
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}
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*************/
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if (entityTreeElement->addOrUpdateEntity(_existingEntity, _properties)) {
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//qDebug() << "UpdateEntityOperator::PreRecursion()... entity was updated!";
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@ -401,6 +401,9 @@ bool EntityTreeElement::findSpherePenetration(const glm::vec3& center, float rad
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// TODO... how do we handle older/newer with this interface?
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// Look at getting rid of this, and moving this logic to Entity Tree
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// AND/OR remove the O(n) lookup for the entity since we know it should already exist in this
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// element list.
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bool EntityTreeElement::addOrUpdateEntity(EntityItem* entity, const EntityItemProperties& properties) {
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const bool wantDebug = false;
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if (wantDebug) {
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