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Avoid recreating model items when adding to scene
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parent
377a20e983
commit
e4cba14333
3 changed files with 44 additions and 60 deletions
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@ -434,8 +434,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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_showCollisionHull = shouldShowCollisionHull;
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render::PendingChanges pendingChanges;
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_model->removeFromScene(scene, pendingChanges);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(getThisPointer(), statusGetters);
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_model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);
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@ -541,43 +541,6 @@ void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scen
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}
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}
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bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges, bool showCollisionHull) {
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if ((!_meshGroupsKnown || showCollisionHull != _showCollisionHull) && isLoaded()) {
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_showCollisionHull = showCollisionHull;
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segregateMeshGroups();
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}
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bool somethingAdded = false;
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foreach (auto renderItem, _modelMeshRenderItemsSet) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_modelMeshRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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}
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foreach (auto renderItem, _collisionRenderItemsSet) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_collisionRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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}
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_readyWhenAdded = readyToAddToScene();
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return somethingAdded;
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}
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bool Model::addToScene(std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges,
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render::Item::Status::Getters& statusGetters,
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@ -589,28 +552,48 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
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bool somethingAdded = false;
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foreach (auto renderItem, _modelMeshRenderItemsSet) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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renderPayload->addStatusGetters(statusGetters);
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_modelMeshRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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if (_modelMeshRenderItems.size()) {
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for (auto item : _modelMeshRenderItems.keys()) {
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pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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}
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} else {
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for (auto renderItem : _modelMeshRenderItemsSet) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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if (statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_modelMeshRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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}
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}
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foreach (auto renderItem, _collisionRenderItemsSet) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
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renderPayload->addStatusGetters(statusGetters);
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_collisionRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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if (_collisionRenderItems.size()) {
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for (auto item : _collisionRenderItems.keys()) {
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pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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}
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} else {
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for (auto renderItem : _collisionRenderItemsSet) {
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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 (statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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pendingChanges.resetItem(item, renderPayload);
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pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
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data.notifyLocationChanged();
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});
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_collisionRenderItems.insert(item, renderPayload);
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somethingAdded = true;
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}
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}
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_readyWhenAdded = readyToAddToScene();
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@ -87,7 +87,10 @@ public:
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bool initWhenReady(render::ScenePointer scene);
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bool addToScene(std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges,
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bool showCollisionHull = false);
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bool showCollisionHull = false) {
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auto getters = render::Item::Status::Getters(0);
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return addToScene(scene, pendingChanges, getters, showCollisionHull);
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}
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bool addToScene(std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges,
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render::Item::Status::Getters& statusGetters,
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