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https://github.com/TorqueGameEngines/Torque3D.git
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Disables the behavior for building and exporting polyLists for SceneGroups as you can just do so on the individual items, and it can cause erroneous behavior like looping if triggered improperly.
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5bfeea0e61
commit
4be2f05bb1
2 changed files with 2 additions and 45 deletions
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@ -364,51 +364,8 @@ void SceneGroup::unpackUpdate(NetConnection* conn, BitStream* stream)
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}
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}
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bool SceneGroup::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere)
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{
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Vector<SceneObject*> foundObjects;
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if (empty())
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{
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Con::warnf("SceneGroup::buildPolyList() - SceneGroup %s is empty!", getName());
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return false;
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}
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findObjectByType(foundObjects);
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for (S32 i = 0; i < foundObjects.size(); i++)
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{
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foundObjects[i]->buildPolyList(context, polyList, box, sphere);
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}
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return true;
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}
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bool SceneGroup::buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF& sphere)
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{
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Vector<SceneObject*> foundObjects;
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findObjectByType(foundObjects);
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for (S32 i = 0; i < foundObjects.size(); i++)
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{
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foundObjects[i]->buildExportPolyList(exportData, box, sphere);
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}
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return true;
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}
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void SceneGroup::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
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{
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//if (empty())
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return;
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Vector<SceneObject*> foundObjects;
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findObjectByType(foundObjects);
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for (S32 i = 0; i < foundObjects.size(); i++)
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{
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SceneObject* child = foundObjects[i];
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child->getUtilizedAssets(usedAssetsList);
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}
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}
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DefineEngineMethod(SceneGroup, recalculateBounds, void, (), ,
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