fix parent grab dropping and cullig flickering

This commit is contained in:
Dante Ruiz 2018-07-06 15:42:21 -07:00
parent c0e1e9c23a
commit ae03dcb57a
8 changed files with 18 additions and 24 deletions

View file

@ -363,12 +363,18 @@ bool EntityRenderer::needsRenderUpdateFromEntity(const EntityItemPointer& entity
return false;
}
void EntityRenderer::updateModelTransform() {
void EntityRenderer::updateModelTransformAndBound() {
bool success = false;
auto newModelTransform = _entity->getTransformToCenter(success);
if (success) {
_modelTransform = newModelTransform;
}
success = false;
auto bound = _entity->getAABox(success);
if (success) {
_bound = bound;
}
}
void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transaction& transaction, const EntityItemPointer& entity) {
@ -380,15 +386,7 @@ void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transa
}
_prevIsTransparent = transparent;
bool success = false;
auto bound = entity->getAABox(success);
if (success) {
_bound = bound;
}
auto newModelTransform = entity->getTransformToCenter(success);
if (success) {
_modelTransform = newModelTransform;
}
updateModelTransformAndBound();
_moving = entity->isMovingRelativeToParent();
_visible = entity->getVisible();

View file

@ -97,7 +97,7 @@ protected:
virtual void doRender(RenderArgs* args) = 0;
bool isFading() const { return _isFading; }
void updateModelTransform();
void updateModelTransformAndBound();
virtual bool isTransparent() const { return _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f : false; }
inline bool isValidRenderItem() const { return _renderItemID != Item::INVALID_ITEM_ID; }

View file

@ -126,7 +126,7 @@ void ParticleEffectEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePoi
void* key = (void*)this;
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [this] () {
withWriteLock([&] {
updateModelTransform();
updateModelTransformAndBound();
_renderTransform = getModelTransform();
});
});

View file

@ -106,10 +106,8 @@ void ShapeEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
_position = entity->getWorldPosition();
_dimensions = entity->getScaledDimensions();
_orientation = entity->getWorldOrientation();
bool success = false;
auto newModelTransform = entity->getTransformToCenter(success);
_renderTransform = success ? newModelTransform : getModelTransform();
updateModelTransformAndBound();
_renderTransform = getModelTransform();
if (_shape == entity::Sphere) {
_renderTransform.postScale(SPHERE_ENTITY_SCALE);
}

View file

@ -70,7 +70,7 @@ void TextEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [this, entity] () {
withWriteLock([&] {
_dimensions = entity->getScaledDimensions();
updateModelTransform();
updateModelTransformAndBound();
_renderTransform = getModelTransform();
});
});

View file

@ -206,7 +206,7 @@ void WebEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene
glm::vec2 windowSize = getWindowSize(entity);
_webSurface->resize(QSize(windowSize.x, windowSize.y));
updateModelTransform();
updateModelTransformAndBound();
_renderTransform = getModelTransform();
_renderTransform.postScale(entity->getScaledDimensions());
});

View file

@ -173,11 +173,7 @@ Script.include("/~/system/libraries/cloneEntityUtils.js");
this.lastUnequipCheckTime = now;
if (props.parentID === MyAvatar.SELF_ID) {
var sensorScaleFactor = MyAvatar.sensorToWorldScale;
var handPosition = controllerData.controllerLocations[this.hand].position;
var dist = distanceBetweenPointAndEntityBoundingBox(handPosition, props);
var distance = Vec3.distance(props.position, handPosition);
if ((dist > TEAR_AWAY_DISTANCE) ||
(distance > NEAR_GRAB_RADIUS * sensorScaleFactor)) {
if ((props.localPosition > TEAR_AWAY_DISTANCE * sensorScaleFactor)) {
this.autoUnequipCounter++;
} else {
this.autoUnequipCounter = 0;

View file

@ -130,7 +130,9 @@ DISPATCHER_PROPERTIES = [
"type",
"href",
"cloneable",
"cloneDynamic"
"cloneDynamic",
"localPosition",
"localRotation"
];
// priority -- a lower priority means the module will be asked sooner than one with a higher priority in a given update step