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https://github.com/overte-org/overte.git
synced 2025-08-09 22:51:20 +02:00
Remove functionality for rendering collision meshes directly in the Model class
This commit is contained in:
parent
0fd0a64e7f
commit
440c77905a
5 changed files with 34 additions and 178 deletions
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@ -1416,19 +1416,18 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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setCollisionMeshKey(entity->getCollisionMeshKey());
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setCollisionMeshKey(entity->getCollisionMeshKey());
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_needsCollisionGeometryUpdate = false;
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_needsCollisionGeometryUpdate = false;
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ShapeType type = entity->getShapeType();
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ShapeType type = entity->getShapeType();
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if (DependencyManager::get<EntityTreeRenderer>()->shouldRenderDebugHulls() && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
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if (DependencyManager::get<EntityTreeRenderer>()->shouldRenderDebugHulls() && type != SHAPE_TYPE_NONE) {
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// NOTE: it is OK if _collisionMeshKey is nullptr
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// NOTE: it is OK if _collisionMeshKey is nullptr
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graphics::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
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graphics::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
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// NOTE: the model will render the collisionGeometry if it has one
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// TODO: Start displaying collision model
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_model->setCollisionMesh(mesh);
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} else {
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} else {
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if (_collisionMeshKey) {
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if (_collisionMeshKey) {
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// release mesh
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// release mesh
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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}
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}
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// clear model's collision geometry
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// TODO: Stop displaying collision model
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graphics::MeshPointer mesh = nullptr;
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_model->setCollisionMesh(mesh);
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}
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}
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}
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}
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@ -98,11 +98,6 @@ void CauterizedModel::createVisibleRenderItemSet() {
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}
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}
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}
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}
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void CauterizedModel::createCollisionRenderItemSet() {
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// Temporary HACK: use base class method for now
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Model::createCollisionRenderItemSet();
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}
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void CauterizedModel::updateClusterMatrices() {
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void CauterizedModel::updateClusterMatrices() {
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PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
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PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
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@ -186,12 +181,6 @@ void CauterizedModel::updateRenderItems() {
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if (!_addedToScene) {
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if (!_addedToScene) {
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return;
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return;
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}
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}
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glm::vec3 scale = getScale();
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if (_collisionGeometry) {
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// _collisionGeometry is already scaled
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scale = glm::vec3(1.0f);
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}
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_needsUpdateClusterMatrices = true;
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_needsUpdateClusterMatrices = true;
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_renderItemsNeedUpdate = false;
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_renderItemsNeedUpdate = false;
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@ -32,7 +32,6 @@ public:
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bool updateGeometry() override;
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bool updateGeometry() override;
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void createVisibleRenderItemSet() override;
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void createVisibleRenderItemSet() override;
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void createCollisionRenderItemSet() override;
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virtual void updateClusterMatrices() override;
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virtual void updateClusterMatrices() override;
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void updateRenderItems() override;
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void updateRenderItems() override;
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@ -48,50 +48,10 @@ float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
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#define HTTP_INVALID_COM "http://invalid.com"
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#define HTTP_INVALID_COM "http://invalid.com"
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const int NUM_COLLISION_HULL_COLORS = 24;
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const int NUM_COLLISION_HULL_COLORS = 24;
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std::vector<graphics::MaterialPointer> _collisionMaterials;
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void initCollisionMaterials() {
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// generates bright colors in red, green, blue, yellow, magenta, and cyan spectrums
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// (no browns, greys, or dark shades)
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float component[NUM_COLLISION_HULL_COLORS] = {
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.2f, 0.4f, 0.6f, 0.8f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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0.8f, 0.6f, 0.4f, 0.2f
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};
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_collisionMaterials.reserve(NUM_COLLISION_HULL_COLORS);
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// each component gets the same cuve
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// but offset by a multiple of one third the full width
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int numComponents = 3;
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int sectionWidth = NUM_COLLISION_HULL_COLORS / numComponents;
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int greenPhase = sectionWidth;
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int bluePhase = 2 * sectionWidth;
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// we stride through the colors to scatter adjacent shades
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// so they don't tend to group together for large models
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for (int i = 0; i < sectionWidth; ++i) {
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for (int j = 0; j < numComponents; ++j) {
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graphics::MaterialPointer material;
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material = std::make_shared<graphics::Material>();
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int index = j * sectionWidth + i;
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float red = component[index % NUM_COLLISION_HULL_COLORS];
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float green = component[(index + greenPhase) % NUM_COLLISION_HULL_COLORS];
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float blue = component[(index + bluePhase) % NUM_COLLISION_HULL_COLORS];
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material->setAlbedo(glm::vec3(red, green, blue));
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material->setMetallic(0.02f);
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material->setRoughness(0.5f);
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_collisionMaterials.push_back(material);
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}
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}
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}
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Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
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Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
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QObject(parent),
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QObject(parent),
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_renderGeometry(),
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_renderGeometry(),
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_collisionGeometry(),
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_renderWatcher(_renderGeometry),
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_renderWatcher(_renderGeometry),
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_spatiallyNestableOverride(spatiallyNestableOverride),
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_spatiallyNestableOverride(spatiallyNestableOverride),
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_translation(0.0f),
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_translation(0.0f),
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@ -310,16 +270,6 @@ void Model::updateRenderItems() {
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});
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});
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}
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}
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Transform collisionMeshOffset;
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collisionMeshOffset.setIdentity();
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foreach(auto itemID, self->_collisionRenderItemsMap.keys()) {
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transaction.updateItem<MeshPartPayload>(itemID, [renderItemKeyGlobalFlags, modelTransform, collisionMeshOffset](MeshPartPayload& data) {
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// update the model transform for this render item.
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data.updateKey(renderItemKeyGlobalFlags);
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data.updateTransform(modelTransform, collisionMeshOffset);
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});
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}
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AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
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AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
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});
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});
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}
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}
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@ -777,11 +727,14 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
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data.updateKey(renderItemsKey);
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data.updateKey(renderItemsKey);
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});
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});
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}
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}
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//TODO: Remove
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#ifdef RENDER_MODEL_BOUNDING_BOXES
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [renderItemsKey](ModelMeshPartPayload& data) {
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transaction.updateItem<ModelMeshPartPayload>(item, [renderItemsKey](ModelMeshPartPayload& data) {
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data.updateKey(renderItemsKey);
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data.updateKey(renderItemsKey);
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});
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});
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}
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}
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#endif
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scene->enqueueTransaction(transaction);
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scene->enqueueTransaction(transaction);
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}
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}
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@ -862,26 +815,15 @@ const render::ItemKey Model::getRenderItemKeyGlobalFlags() const {
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bool Model::addToScene(const render::ScenePointer& scene,
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bool Model::addToScene(const render::ScenePointer& scene,
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render::Transaction& transaction,
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render::Transaction& transaction,
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render::Item::Status::Getters& statusGetters) {
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render::Item::Status::Getters& statusGetters) {
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bool readyToRender = _collisionGeometry || isLoaded();
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if (!_addedToScene && isLoaded()) {
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if (!_addedToScene && readyToRender) {
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updateClusterMatrices();
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createRenderItemSet();
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if (_modelMeshRenderItems.empty()) {
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createVisibleRenderItemSet();
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}
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}
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}
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bool somethingAdded = false;
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bool somethingAdded = false;
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if (_collisionGeometry) {
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if (_collisionRenderItemsMap.empty()) {
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foreach (auto renderItem, _collisionRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
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if (_collisionRenderItems.empty() && statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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transaction.resetItem(item, renderPayload);
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_collisionRenderItemsMap.insert(item, renderPayload);
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}
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somethingAdded = !_collisionRenderItemsMap.empty();
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}
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} else {
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if (_modelMeshRenderItemsMap.empty()) {
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if (_modelMeshRenderItemsMap.empty()) {
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bool hasTransparent = false;
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bool hasTransparent = false;
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@ -905,7 +847,6 @@ bool Model::addToScene(const render::ScenePointer& scene,
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_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
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_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
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_renderInfoHasTransparent = hasTransparent;
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_renderInfoHasTransparent = hasTransparent;
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}
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}
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}
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if (somethingAdded) {
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if (somethingAdded) {
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_addedToScene = true;
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_addedToScene = true;
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@ -926,11 +867,6 @@ void Model::removeFromScene(const render::ScenePointer& scene, render::Transacti
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_modelMeshMaterialNames.clear();
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_modelMeshMaterialNames.clear();
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_modelMeshRenderItemShapes.clear();
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_modelMeshRenderItemShapes.clear();
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.removeItem(item);
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}
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_collisionRenderItems.clear();
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_collisionRenderItemsMap.clear();
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_addedToScene = false;
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_addedToScene = false;
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_renderInfoVertexCount = 0;
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_renderInfoVertexCount = 0;
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@ -1505,7 +1441,6 @@ void Model::deleteGeometry() {
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_rig.destroyAnimGraph();
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_rig.destroyAnimGraph();
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_blendedBlendshapeCoefficients.clear();
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_blendedBlendshapeCoefficients.clear();
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_renderGeometry.reset();
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_renderGeometry.reset();
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_collisionGeometry.reset();
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}
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}
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void Model::overrideModelTransformAndOffset(const Transform& transform, const glm::vec3& offset) {
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void Model::overrideModelTransformAndOffset(const Transform& transform, const glm::vec3& offset) {
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@ -1533,19 +1468,6 @@ const render::ItemIDs& Model::fetchRenderItemIDs() const {
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return _modelMeshRenderItemIDs;
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return _modelMeshRenderItemIDs;
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}
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}
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void Model::createRenderItemSet() {
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updateClusterMatrices();
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if (_collisionGeometry) {
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if (_collisionRenderItems.empty()) {
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createCollisionRenderItemSet();
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}
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} else {
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if (_modelMeshRenderItems.empty()) {
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createVisibleRenderItemSet();
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}
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}
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};
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void Model::createVisibleRenderItemSet() {
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void Model::createVisibleRenderItemSet() {
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assert(isLoaded());
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assert(isLoaded());
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const auto& meshes = _renderGeometry->getMeshes();
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const auto& meshes = _renderGeometry->getMeshes();
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@ -1592,41 +1514,6 @@ void Model::createVisibleRenderItemSet() {
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}
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}
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}
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}
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void Model::createCollisionRenderItemSet() {
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assert((bool)_collisionGeometry);
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if (_collisionMaterials.empty()) {
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initCollisionMaterials();
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}
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const auto& meshes = _collisionGeometry->getMeshes();
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// We should not have any existing renderItems if we enter this section of code
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Q_ASSERT(_collisionRenderItems.isEmpty());
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Transform identity;
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identity.setIdentity();
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Transform offset;
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offset.postTranslate(_offset);
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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uint32_t numMeshes = (uint32_t)meshes.size();
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for (uint32_t i = 0; i < numMeshes; i++) {
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const auto& mesh = meshes.at(i);
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if (!mesh) {
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continue;
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}
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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graphics::MaterialPointer& material = _collisionMaterials[partIndex % NUM_COLLISION_HULL_COLORS];
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auto payload = std::make_shared<MeshPartPayload>(mesh, partIndex, material);
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payload->updateTransform(identity, offset);
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_collisionRenderItems << payload;
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}
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}
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}
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bool Model::isRenderable() const {
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bool Model::isRenderable() const {
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return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
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return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
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}
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}
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}
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}
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};
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};
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void Model::setCollisionMesh(graphics::MeshPointer mesh) {
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if (mesh) {
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_collisionGeometry = std::make_shared<CollisionRenderGeometry>(mesh);
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} else {
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_collisionGeometry.reset();
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}
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_needsFixupInScene = true;
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}
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ModelBlender::ModelBlender() :
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ModelBlender::ModelBlender() :
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_pendingBlenders(0) {
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_pendingBlenders(0) {
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}
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}
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/// Returns a reference to the shared geometry.
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/// Returns a reference to the shared geometry.
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const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
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const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
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/// Returns a reference to the shared collision geometry.
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const Geometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
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const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
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const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
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Q_INVOKABLE virtual void setTextures(const QVariantMap& textures);
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Q_INVOKABLE virtual void setTextures(const QVariantMap& textures);
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@ -260,7 +258,6 @@ public:
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// returns 'true' if needs fullUpdate after geometry change
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// returns 'true' if needs fullUpdate after geometry change
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virtual bool updateGeometry();
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virtual bool updateGeometry();
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void setCollisionMesh(graphics::MeshPointer mesh);
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void setLoadingPriority(float priority) { _loadingPriority = priority; }
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void setLoadingPriority(float priority) { _loadingPriority = priority; }
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@ -362,7 +359,6 @@ protected:
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bool getJointPosition(int jointIndex, glm::vec3& position) const;
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bool getJointPosition(int jointIndex, glm::vec3& position) const;
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Geometry::Pointer _renderGeometry; // only ever set by its watcher
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Geometry::Pointer _renderGeometry; // only ever set by its watcher
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Geometry::Pointer _collisionGeometry;
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GeometryResourceWatcher _renderWatcher;
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GeometryResourceWatcher _renderWatcher;
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@ -430,9 +426,7 @@ protected:
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QVector<TriangleSet> _modelSpaceMeshTriangleSets; // model space triangles for all sub meshes
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QVector<TriangleSet> _modelSpaceMeshTriangleSets; // model space triangles for all sub meshes
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void createRenderItemSet();
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virtual void createVisibleRenderItemSet();
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virtual void createVisibleRenderItemSet();
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virtual void createCollisionRenderItemSet();
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bool _isWireframe;
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bool _isWireframe;
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bool _useDualQuaternionSkinning { false };
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bool _useDualQuaternionSkinning { false };
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@ -443,9 +437,6 @@ protected:
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static AbstractViewStateInterface* _viewState;
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static AbstractViewStateInterface* _viewState;
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QVector<std::shared_ptr<MeshPartPayload>> _collisionRenderItems;
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QMap<render::ItemID, render::PayloadPointer> _collisionRenderItemsMap;
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QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
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QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
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QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
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QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
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render::ItemIDs _modelMeshRenderItemIDs;
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render::ItemIDs _modelMeshRenderItemIDs;
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