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dry up some code
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parent
dd2a29aace
commit
79141e3869
2 changed files with 19 additions and 26 deletions
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@ -162,6 +162,19 @@ void RenderableModelEntityItem::remapTextures() {
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}
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}
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void RenderableModelEntityItem::doInitialModelSimulation() {
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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}
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// TODO: we need a solution for changes to the postion/rotation/etc of a model...
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// this current code path only addresses that in this setup case... not the changing/moving case
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bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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@ -172,22 +185,12 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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getModel(renderer);
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}
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if (renderArgs && _model && _needsInitialSimulation && _model->isActive() && _model->isLoaded()) {
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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// make sure to simulate so everything gets set up correctly for rendering
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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_model->renderSetup(renderArgs);
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}
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bool ready = !_needsInitialSimulation && _model && _model->readyToAddToScene(renderArgs);
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return ready;
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return ready;
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}
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class RenderableModelEntityItemMeta {
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@ -348,18 +351,7 @@ void RenderableModelEntityItem::updateModelBounds() {
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_model->getRotation() != getRotation() ||
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_model->getRegistrationPoint() != getRegistrationPoint())
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&& _model->isActive() && _dimensionsInitialized) {
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_model->setScaleToFit(true, dimensions);
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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// make sure to simulate so everything gets set up correctly for rendering
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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_needsJointSimulation = false;
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}
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}
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@ -592,8 +584,7 @@ bool RenderableModelEntityItem::isReadyToComputeShape() {
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if (_needsInitialSimulation) {
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// the _model's offset will be wrong until _needsInitialSimulation is false
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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_needsInitialSimulation = false;
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doInitialModelSimulation();
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}
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return true;
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@ -38,6 +38,8 @@ public:
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
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bool& somethingChanged) override;
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void doInitialModelSimulation();
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virtual bool readyToAddToScene(RenderArgs* renderArgs = nullptr);
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virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;
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virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;
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