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[buffer-geometry-merger] Fix to work with dynamic elements #249

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merged 1 commit into from
May 8, 2020

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jgbarah
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@jgbarah jgbarah commented Dec 28, 2019

The buffer-geometry-merger, as it was, does not work when you inject (using JavaScript) some components in a DOM subtree, and then apply it to merge all geometries in the subtree. See details in
https://stackoverflow.com/questions/59110629/a-frame-buffer-geometry-merger-seems-to-shift-entities-in-some-cases/59513236#59513236

This fix bakes the matrixes of the components into the cloned geometries, so that when they are merged into a single one, it is correctly positioned. I also change the updating of the world matrixes for all the scene, to the updating of the world matrixes for the intended subtree.

In the process, I also added a definition for self, which was used in the code, but not defined.

The buffer-geometry-merger, as it was, does not work when you inject
(using JavaScript) some components in a DOM subtree, and then apply
it to merge all geometries in the subtree. See details in
https://stackoverflow.com/questions/59110629/a-frame-buffer-geometry-merger-seems-to-shift-entities-in-some-cases/59513236#59513236

This fix bakes the matrixes of the components into the cloned geometries,
so that when they are merged into a single one, it is correctly positioned.
I also change the updating of the world matrixes for all the scene,
to the updating of the world matrixes for the intended subtree.

In the process, I also added a definition for self, which was used in the
code, but not defined.
@ngokevin ngokevin merged commit a55e3bd into supermedium:master May 8, 2020
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2 participants