bool RenderableZoneEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
                                           render::PendingChanges& pendingChanges) {
    _myMetaItem = scene->allocateID();
    
    auto renderData = std::make_shared<RenderableZoneEntityItemMeta>(self);
    auto renderPayload = std::make_shared<RenderableZoneEntityItemMeta::Payload>(renderData);

    render::Item::Status::Getters statusGetters;
    makeEntityItemStatusGetters(getThisPointer(), statusGetters);
    renderPayload->addStatusGetters(statusGetters);

    pendingChanges.resetItem(_myMetaItem, renderPayload);
    return true;
}
bool RenderableLightEntityItem::addToScene(const EntityItemPointer& self, const render::ScenePointer& scene, render::Transaction& transaction) {
    _myItem = scene->allocateID();

    auto renderItem = std::make_shared<LightPayload>();
    updateRenderItemFromEntity((*renderItem));

    auto renderPayload = std::make_shared<LightPayload::Payload>(renderItem);

    render::Item::Status::Getters statusGetters;
    makeEntityItemStatusGetters(self, statusGetters);
    renderPayload->addStatusGetters(statusGetters);

    transaction.resetItem(_myItem, renderPayload);

    return true;
}
bool RenderableZoneEntityItem::addToScene(const EntityItemPointer& self, const render::ScenePointer& scene,
    render::Transaction& transaction) {
    _myMetaItem = scene->allocateID();

    auto renderData = std::make_shared<RenderableZoneEntityItemMeta>(self);
    auto renderPayload = std::make_shared<RenderableZoneEntityItemMeta::Payload>(renderData);
    updateKeyZoneItemFromEntity((*renderData));
    updateKeySunFromEntity((*renderData));
    updateKeyAmbientFromEntity((*renderData));
    updateKeyBackgroundFromEntity((*renderData));

    render::Item::Status::Getters statusGetters;
    makeEntityItemStatusGetters(getThisPointer(), statusGetters);
    renderPayload->addStatusGetters(statusGetters);

    transaction.resetItem(_myMetaItem, renderPayload);

    return true;
}
bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, 
                                            render::PendingChanges& pendingChanges) {
    _myMetaItem = scene->allocateID();
    
    auto renderData = std::make_shared<RenderableModelEntityItemMeta>(self);
    auto renderPayload = std::make_shared<RenderableModelEntityItemMeta::Payload>(renderData);
    
    pendingChanges.resetItem(_myMetaItem, renderPayload);
    
    if (_model) {
        render::Item::Status::Getters statusGetters;
        makeEntityItemStatusGetters(getThisPointer(), statusGetters);
        
        // note: we don't care if the model fails to add items, we always added our meta item and therefore we return
        // true so that the system knows our meta item is in the scene!
        _model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);
    }

    return true;
}
void RenderableZoneEntityItem::render(RenderArgs* args) {
    Q_ASSERT(getType() == EntityTypes::Zone);

    if (_drawZoneBoundaries) {
        switch (getShapeType()) {
            case SHAPE_TYPE_COMPOUND: {
                PerformanceTimer perfTimer("zone->renderCompound");
                updateGeometry();
                if (_model && _model->needsFixupInScene()) {
                    // check to see if when we added our models to the scene they were ready, if they were not ready, then
                    // fix them up in the scene
                    render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
                    render::Transaction transaction;
                    _model->removeFromScene(scene, transaction);
                    render::Item::Status::Getters statusGetters;
                    makeEntityItemStatusGetters(getThisPointer(), statusGetters);
                    _model->addToScene(scene, transaction);

                    scene->enqueueTransaction(transaction);

                    _model->setVisibleInScene(getVisible(), scene);
                }
                break;
            }
            case SHAPE_TYPE_BOX:
            case SHAPE_TYPE_SPHERE: {
                PerformanceTimer perfTimer("zone->renderPrimitive");
                glm::vec4 DEFAULT_COLOR(1.0f, 1.0f, 1.0f, 1.0f);

                Q_ASSERT(args->_batch);
                gpu::Batch& batch = *args->_batch;

                bool success;
                auto shapeTransform = getTransformToCenter(success);
                if (!success) {
                    break;
                }
                auto geometryCache = DependencyManager::get<GeometryCache>();
                if (getShapeType() == SHAPE_TYPE_SPHERE) {
                    shapeTransform.postScale(SPHERE_ENTITY_SCALE);
                    batch.setModelTransform(shapeTransform);
                    geometryCache->renderWireSphereInstance(args, batch, DEFAULT_COLOR);
                } else {
                    batch.setModelTransform(shapeTransform);
                    geometryCache->renderWireCubeInstance(args, batch, DEFAULT_COLOR);
                }
                break;
            }
            default:
                // Not handled
                break;
        }
    }

    if ((!_drawZoneBoundaries || getShapeType() != SHAPE_TYPE_COMPOUND) &&
        _model && !_model->needsFixupInScene()) {
        // If the model is in the scene but doesn't need to be, remove it.
        render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
        render::Transaction transaction;
        _model->removeFromScene(scene, transaction);
        scene->enqueueTransaction(transaction);
    }
}
// NOTE: this only renders the "meta" portion of the Model, namely it renders debugging items, and it handles
// the per frame simulation/update that might be required if the models properties changed.
void RenderableModelEntityItem::render(RenderArgs* args) {
    PerformanceTimer perfTimer("RMEIrender");
    assert(getType() == EntityTypes::Model);

    if (hasModel()) {
        if (_model) {
            // check if the URL has changed
            auto& currentURL = getParsedModelURL();
            if (currentURL != _model->getURL()) {
                qCDebug(entitiesrenderer).noquote() << "Updating model URL: " << currentURL.toDisplayString();
                _model->setURL(currentURL);
            }

            render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();

            // check to see if when we added our models to the scene they were ready, if they were not ready, then
            // fix them up in the scene
            bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0;
            if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
                _showCollisionHull = shouldShowCollisionHull;
                render::PendingChanges pendingChanges;

                _model->removeFromScene(scene, pendingChanges);

                render::Item::Status::Getters statusGetters;
                makeEntityItemStatusGetters(getThisPointer(), statusGetters);
                _model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);

                scene->enqueuePendingChanges(pendingChanges);
            }

            // FIXME: this seems like it could be optimized if we tracked our last known visible state in
            //        the renderable item. As it stands now the model checks it's visible/invisible state
            //        so most of the time we don't do anything in this function.
            _model->setVisibleInScene(getVisible(), scene);
        }


        remapTextures();
        {
            // float alpha = getLocalRenderAlpha();

            if (!_model || _needsModelReload) {
                // TODO: this getModel() appears to be about 3% of model render time. We should optimize
                PerformanceTimer perfTimer("getModel");
                EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
                getModel(renderer);
            }

            if (_model) {
                if (hasAnimation()) {
                    if (!jointsMapped()) {
                        QStringList modelJointNames = _model->getJointNames();
                        mapJoints(modelJointNames);
                    }
                }

                _jointDataLock.withWriteLock([&] {
                    getAnimationFrame();

                    // relay any inbound joint changes from scripts/animation/network to the model/rig
                    for (int index = 0; index < _absoluteJointRotationsInObjectFrame.size(); index++) {
                        if (_absoluteJointRotationsInObjectFrameDirty[index]) {
                            glm::quat rotation = _absoluteJointRotationsInObjectFrame[index];
                            _model->setJointRotation(index, true, rotation, 1.0f);
                            _absoluteJointRotationsInObjectFrameDirty[index] = false;
                        }
                    }
                    for (int index = 0; index < _absoluteJointTranslationsInObjectFrame.size(); index++) {
                        if (_absoluteJointTranslationsInObjectFrameDirty[index]) {
                            glm::vec3 translation = _absoluteJointTranslationsInObjectFrame[index];
                            _model->setJointTranslation(index, true, translation, 1.0f);
                            _absoluteJointTranslationsInObjectFrameDirty[index] = false;
                        }
                    }
                });

                bool movingOrAnimating = isMoving() || isAnimatingSomething();
                if ((movingOrAnimating ||
                     _needsInitialSimulation ||
                     _model->getTranslation() != getPosition() ||
                     _model->getRotation() != getRotation() ||
                     _model->getRegistrationPoint() != getRegistrationPoint())
                    && _model->isActive() && _dimensionsInitialized) {
                    _model->setScaleToFit(true, getDimensions());
                    _model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
                    _model->setRotation(getRotation());
                    _model->setTranslation(getPosition());

                    // make sure to simulate so everything gets set up correctly for rendering
                    {
                        PerformanceTimer perfTimer("_model->simulate");
                        _model->simulate(0.0f);
                    }

                    _needsInitialSimulation = false;
                }
            }
        }
    } else {
        static glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
        gpu::Batch& batch = *args->_batch;
        bool success;
        auto shapeTransform = getTransformToCenter(success);
        if (success) {
            batch.setModelTransform(Transform()); // we want to include the scale as well
            DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, shapeTransform, greenColor);
        }
    }
}
// NOTE: this only renders the "meta" portion of the Model, namely it renders debugging items, and it handles
// the per frame simulation/update that might be required if the models properties changed.
void RenderableModelEntityItem::render(RenderArgs* args) {
    PerformanceTimer perfTimer("RMEIrender");
    assert(getType() == EntityTypes::Model);

    if (hasModel()) {
        // Prepare the current frame
        {
            if (!_model || _needsModelReload) {
                // TODO: this getModel() appears to be about 3% of model render time. We should optimize
                PerformanceTimer perfTimer("getModel");
                EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
                getModel(renderer);

                // Remap textures immediately after loading to avoid flicker
                remapTextures();
            }

            if (_model) {
                if (hasRenderAnimation()) {
                    if (!jointsMapped()) {
                        QStringList modelJointNames = _model->getJointNames();
                        mapJoints(modelJointNames);
                    }
                }

                _jointDataLock.withWriteLock([&] {
                    getAnimationFrame();

                    // relay any inbound joint changes from scripts/animation/network to the model/rig
                    for (int index = 0; index < _absoluteJointRotationsInObjectFrame.size(); index++) {
                        if (_absoluteJointRotationsInObjectFrameDirty[index]) {
                            glm::quat rotation = _absoluteJointRotationsInObjectFrame[index];
                            _model->setJointRotation(index, true, rotation, 1.0f);
                            _absoluteJointRotationsInObjectFrameDirty[index] = false;
                        }
                    }
                    for (int index = 0; index < _absoluteJointTranslationsInObjectFrame.size(); index++) {
                        if (_absoluteJointTranslationsInObjectFrameDirty[index]) {
                            glm::vec3 translation = _absoluteJointTranslationsInObjectFrame[index];
                            _model->setJointTranslation(index, true, translation, 1.0f);
                            _absoluteJointTranslationsInObjectFrameDirty[index] = false;
                        }
                    }
                });
                updateModelBounds();
            }
        }

        // Enqueue updates for the next frame
        if (_model) {

            render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();

            // FIXME: this seems like it could be optimized if we tracked our last known visible state in
            //        the renderable item. As it stands now the model checks it's visible/invisible state
            //        so most of the time we don't do anything in this function.
            _model->setVisibleInScene(getVisible(), scene);

            // Remap textures for the next frame to avoid flicker
            remapTextures();

            // check to see if when we added our models to the scene they were ready, if they were not ready, then
            // fix them up in the scene
            bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0;
            if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
                _showCollisionHull = shouldShowCollisionHull;
                render::PendingChanges pendingChanges;

                _model->removeFromScene(scene, pendingChanges);

                render::Item::Status::Getters statusGetters;
                makeEntityItemStatusGetters(getThisPointer(), statusGetters);
                _model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);

                scene->enqueuePendingChanges(pendingChanges);
            }

            auto& currentURL = getParsedModelURL();
            if (currentURL != _model->getURL()) {
                // Defer setting the url to the render thread
                getModel(_myRenderer);
            }
        }
    } else {
        static glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
        gpu::Batch& batch = *args->_batch;
        bool success;
        auto shapeTransform = getTransformToCenter(success);
        if (success) {
            batch.setModelTransform(shapeTransform); // we want to include the scale as well
            DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, greenColor);
        }
    }
}
// NOTE: this only renders the "meta" portion of the Model, namely it renders debugging items, and it handles
// the per frame simulation/update that might be required if the models properties changed.
void RenderableModelEntityItem::render(RenderArgs* args) {
    PerformanceTimer perfTimer("RMEIrender");
    assert(getType() == EntityTypes::Model);

    if (hasModel()) {
        if (_model) {
            if (getModelURL() != _model->getURL().toString()) {
                qDebug() << "Updating model URL: " << getModelURL();
                _model->setURL(getModelURL());
            }

            render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();

            // check to see if when we added our models to the scene they were ready, if they were not ready, then
            // fix them up in the scene
            if (_model->needsFixupInScene()) {
                render::PendingChanges pendingChanges;

                _model->removeFromScene(scene, pendingChanges);

                render::Item::Status::Getters statusGetters;
                makeEntityItemStatusGetters(this, statusGetters);
                _model->addToScene(scene, pendingChanges, statusGetters);

                scene->enqueuePendingChanges(pendingChanges);
            }

            // FIXME: this seems like it could be optimized if we tracked our last known visible state in
            //        the renderable item. As it stands now the model checks it's visible/invisible state
            //        so most of the time we don't do anything in this function.
            _model->setVisibleInScene(getVisible(), scene);
        }


        remapTextures();
        {
            // float alpha = getLocalRenderAlpha();

            if (!_model || _needsModelReload) {
                // TODO: this getModel() appears to be about 3% of model render time. We should optimize
                PerformanceTimer perfTimer("getModel");
                EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
                getModel(renderer);
            }
            
            if (_model) {
                // handle animations..
                if (hasAnimation()) {
                    if (!jointsMapped()) {
                        QStringList modelJointNames = _model->getJointNames();
                        mapJoints(modelJointNames);
                    }

                    if (jointsMapped()) {
                        bool newFrame;
                        QVector<glm::quat> frameDataRotations;
                        QVector<glm::vec3> frameDataTranslations;
                        getAnimationFrame(newFrame, frameDataRotations, frameDataTranslations);
                        assert(frameDataRotations.size() == frameDataTranslations.size());
                        if (newFrame) {
                            for (int i = 0; i < frameDataRotations.size(); i++) {
                                _model->setJointState(i, true, frameDataRotations[i], frameDataTranslations[i], 1.0f);
                            }
                        }
                    }
                }

                bool movingOrAnimating = isMoving() || isAnimatingSomething();
                if ((movingOrAnimating || _needsInitialSimulation) && _model->isActive() && _dimensionsInitialized) {
                    _model->setScaleToFit(true, getDimensions());
                    _model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
                    _model->setRotation(getRotation());
                    _model->setTranslation(getPosition());
                    
                    // make sure to simulate so everything gets set up correctly for rendering
                    {
                        PerformanceTimer perfTimer("_model->simulate");
                        _model->simulate(0.0f);
                    }
                    
                    _needsInitialSimulation = false;
                }
            }
        }
    } else {
        glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
        RenderableDebugableEntityItem::renderBoundingBox(this, args, 0.0f, greenColor);
    }

    RenderableDebugableEntityItem::render(this, args);
}