From ab011d5b30409aca9c0ab52dcd1a65f08ad16d0a Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Wed, 3 Dec 2014 16:49:49 -0800 Subject: [PATCH] fix for non-animating models --- libraries/entities/src/ModelEntityItem.cpp | 14 +++----------- 1 file changed, 3 insertions(+), 11 deletions(-) diff --git a/libraries/entities/src/ModelEntityItem.cpp b/libraries/entities/src/ModelEntityItem.cpp index 63fe3daa03..0de2035dec 100644 --- a/libraries/entities/src/ModelEntityItem.cpp +++ b/libraries/entities/src/ModelEntityItem.cpp @@ -374,17 +374,9 @@ bool ModelEntityItem::isAnimatingSomething() const { } EntityItem::SimulationState ModelEntityItem::computeSimulationState() const { - EntityItem::SimulationState baseClassState = EntityItem::computeSimulationState(); - - // if the base class is static, then consider our animation state, and upgrade to changing if - // we are animating. If the base class has a higher simulation state than static, then - // use the base class state. - if (baseClassState == EntityItem::Static) { - if (isAnimatingSomething()) { - return EntityItem::Moving; - } - } - return baseClassState; + // if we're animating then we need to have update() periodically called on this entity + // which means we need to categorized as Moving + return isAnimatingSomething() ? EntityItem::Moving : EntityItem::computeSimulationState(); } void ModelEntityItem::update(const quint64& updateTime) {