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Merge branch 'master' of https://github.com/highfidelity/hifi into log-filtering
This commit is contained in:
commit
9471dbeba9
4 changed files with 45 additions and 20 deletions
4
.gitignore
vendored
4
.gitignore
vendored
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@ -20,7 +20,7 @@ android/.gradle
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android/app/src/main/jniLibs
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# VSCode
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# List taken from Github Global Ignores master@435c4d92
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# List taken from Github Global Ignores master@435c4d92
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# https://github.com/github/gitignore/commits/master/Global/VisualStudioCode.gitignore
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.vscode/*
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!.vscode/settings.json
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@ -66,7 +66,7 @@ gvr-interface/libs/*
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# ignore files for various dev environments
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TAGS
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*.sw[po]
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*.qmlc
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*.jsc
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# ignore QML compilation output
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*.qmlc
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Binary file not shown.
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@ -594,47 +594,72 @@ void Model::calculateTriangleSets() {
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}
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}
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void Model::setVisibleInScene(bool newValue, const render::ScenePointer& scene) {
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if (_isVisible != newValue) {
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_isVisible = newValue;
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void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene) {
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if (_isVisible != isVisible) {
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_isVisible = isVisible;
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bool isLayeredInFront = _isLayeredInFront;
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bool isLayeredInHUD = _isLayeredInHUD;
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render::Transaction transaction;
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foreach (auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.resetItem(item, _modelMeshRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.resetItem(item, _collisionRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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});
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}
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scene->enqueueTransaction(transaction);
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}
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}
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void Model::setLayeredInFront(bool layered, const render::ScenePointer& scene) {
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if (_isLayeredInFront != layered) {
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_isLayeredInFront = layered;
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void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene) {
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if (_isLayeredInFront != isLayeredInFront) {
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_isLayeredInFront = isLayeredInFront;
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bool isVisible = _isVisible;
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bool isLayeredInHUD = _isLayeredInHUD;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.resetItem(item, _modelMeshRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.resetItem(item, _collisionRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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scene->enqueueTransaction(transaction);
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}
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}
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void Model::setLayeredInHUD(bool layered, const render::ScenePointer& scene) {
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if (_isLayeredInHUD != layered) {
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_isLayeredInHUD = layered;
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void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene) {
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if (_isLayeredInHUD != isLayeredInHUD) {
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_isLayeredInHUD = isLayeredInHUD;
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bool isVisible = _isVisible;
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bool isLayeredInFront = _isLayeredInFront;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.resetItem(item, _modelMeshRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.resetItem(item, _collisionRenderItemsMap[item]);
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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scene->enqueueTransaction(transaction);
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}
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@ -82,9 +82,9 @@ public:
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const QUrl& getURL() const { return _url; }
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// new Scene/Engine rendering support
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void setVisibleInScene(bool newValue, const render::ScenePointer& scene);
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void setLayeredInFront(bool layered, const render::ScenePointer& scene);
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void setLayeredInHUD(bool layered, const render::ScenePointer& scene);
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void setVisibleInScene(bool isVisible, const render::ScenePointer& scene);
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void setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene);
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void setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene);
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bool needsFixupInScene() const;
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bool needsReload() const { return _needsReload; }
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