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Fix spawner issues #6158

Merged
merged 1 commit into from
Aug 9, 2023
Merged

Fix spawner issues #6158

merged 1 commit into from
Aug 9, 2023

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keianhzo
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@keianhzo keianhzo commented Jul 10, 2023

This PR addresses some issues with the spawner and how the spawner component and the spawned objects are created (static, recentered, resized) and reorders the physics related systems so that we give a chance to the physics system to create bodies and shapes before they are processed by other systems.

@takahirox
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Thanks for working on it. Would you mind if writing the details in the PR comment for reviewers and future readers to follow the change and background?

@pattersonbl2 pattersonbl2 temporarily deployed to smoke July 24, 2023 15:39 — with GitHub Actions Inactive
@takahirox
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takahirox commented Jul 29, 2023

I confirmed that this change resolves the spanwer object problem that spawner object isn't renderred (at the correct position) for now.

reorders the physics related systems so that we give a chance to the physics system to create bodies and shapes before they are processed by other systems.

Sounds like it's a good fix.

I add some comments as just question for my study. You can ignore them if you are busy.

Honestly I'm not familiar with physics and spawners so can't review in details. But spawner objects will be rendered correctly with this change so I think good to go with the change.

If more detailed review is needed, please ask other devs (maybe @johnshaughnessy).

spawnerObj.visible = true;

// TODO we should come up with a nicer way to get at the media that was loaded by a MediaLoader
yield* animateScale(world, spawnerObj.children[0]!.eid!);
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Question for my study: Here can be removed because of animateLoad: true?

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Yes, as we are already animating the spawned object I don't see the point on animating explicitly.


addComponent(world, ObjectSpawner, eid);
ObjectSpawner.src[eid] = APP.getSid(props.src);
ObjectSpawner.flags[eid] = props.mediaOptions?.applyGravity ? OBJECT_SPAWNER_FLAGS.APPLY_GRAVITY : 0;

inflateRigidBody(world, eid, {
mass: 0,
type: Type.STATIC,
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@takahirox takahirox Jul 29, 2023

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Question for my study: Spawner object should be static (no local matrix update except for initialization) so rigid body type should be static. Is my understanding correct?

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That's my understanding. Spawners are static as their main action is to spawn an object and are not draggable. Also that's how we were setting them up in AFrame:
https://github.com/mozilla/hubs/blob/5f6e7a62ab998a60895a30dc686ae6db94fe9c5b/src/gltf-component-mappings.js#L323

@keianhzo keianhzo force-pushed the bitecs-spawner-fix branch from 1e32805 to 5f6e7a6 Compare August 9, 2023 14:11
@keianhzo keianhzo merged commit 1907267 into master Aug 9, 2023
9 of 11 checks passed
@keianhzo keianhzo deleted the bitecs-spawner-fix branch August 9, 2023 14:46
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3 participants