mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-09 19:12:15 +02:00
Merge pull request #9745 from AndrewMeadows/faster-avatar-updates
Faster avatar updates
This commit is contained in:
commit
c6730f7c58
9 changed files with 103 additions and 113 deletions
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@ -168,7 +168,6 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
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QList<AvatarSharedPointer> avatarList;
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std::unordered_map<AvatarSharedPointer, SharedNodePointer> avatarDataToNodes;
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int listItem = 0;
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std::for_each(_begin, _end, [&](const SharedNodePointer& otherNode) {
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const AvatarMixerClientData* otherNodeData = reinterpret_cast<const AvatarMixerClientData*>(otherNode->getLinkedData());
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@ -176,7 +175,6 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
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// but not have yet sent data that's linked to the node. Check for that case and don't
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// consider those nodes.
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if (otherNodeData) {
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listItem++;
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AvatarSharedPointer otherAvatar = otherNodeData->getAvatarSharedPointer();
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avatarList << otherAvatar;
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avatarDataToNodes[otherAvatar] = otherNode;
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@ -185,8 +183,8 @@ void AvatarMixerSlave::broadcastAvatarData(const SharedNodePointer& node) {
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AvatarSharedPointer thisAvatar = nodeData->getAvatarSharedPointer();
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ViewFrustum cameraView = nodeData->getViewFrustom();
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std::priority_queue<AvatarPriority> sortedAvatars = AvatarData::sortAvatars(
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avatarList, cameraView,
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std::priority_queue<AvatarPriority> sortedAvatars;
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AvatarData::sortAvatars(avatarList, cameraView, sortedAvatars,
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[&](AvatarSharedPointer avatar)->uint64_t{
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auto avatarNode = avatarDataToNodes[avatar];
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@ -351,7 +351,6 @@ void Avatar::simulate(float deltaTime, bool inView) {
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_jointDataSimulationRate.increment();
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_skeletonModel->simulate(deltaTime, true);
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_skeletonModelSimulationRate.increment();
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locationChanged(); // joints changed, so if there are any children, update them.
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_hasNewJointData = false;
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@ -367,8 +366,8 @@ void Avatar::simulate(float deltaTime, bool inView) {
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} else {
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// a non-full update is still required so that the position, rotation, scale and bounds of the skeletonModel are updated.
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_skeletonModel->simulate(deltaTime, false);
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_skeletonModelSimulationRate.increment();
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}
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_skeletonModelSimulationRate.increment();
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}
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// update animation for display name fade in/out
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@ -157,15 +157,14 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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lock.unlock();
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PerformanceTimer perfTimer("otherAvatars");
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uint64_t startTime = usecTimestampNow();
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auto avatarMap = getHashCopy();
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QList<AvatarSharedPointer> avatarList = avatarMap.values();
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ViewFrustum cameraView;
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qApp->copyDisplayViewFrustum(cameraView);
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std::priority_queue<AvatarPriority> sortedAvatars = AvatarData::sortAvatars(
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avatarList, cameraView,
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std::priority_queue<AvatarPriority> sortedAvatars;
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AvatarData::sortAvatars(avatarList, cameraView, sortedAvatars,
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[](AvatarSharedPointer avatar)->uint64_t{
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return std::static_pointer_cast<Avatar>(avatar)->getLastRenderUpdateTime();
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@ -194,10 +193,9 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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});
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render::PendingChanges pendingChanges;
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const uint64_t RENDER_UPDATE_BUDGET = 1500; // usec
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const uint64_t MAX_UPDATE_BUDGET = 2000; // usec
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uint64_t renderExpiry = startTime + RENDER_UPDATE_BUDGET;
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uint64_t maxExpiry = startTime + MAX_UPDATE_BUDGET;
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uint64_t startTime = usecTimestampNow();
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const uint64_t UPDATE_BUDGET = 2000; // usec
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uint64_t updateExpiry = startTime + UPDATE_BUDGET;
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int numAvatarsUpdated = 0;
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int numAVatarsNotUpdated = 0;
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@ -223,7 +221,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY;
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uint64_t now = usecTimestampNow();
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if (now < renderExpiry) {
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if (now < updateExpiry) {
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// we're within budget
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (inView && avatar->hasNewJointData()) {
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@ -232,21 +230,13 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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avatar->simulate(deltaTime, inView);
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avatar->updateRenderItem(pendingChanges);
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avatar->setLastRenderUpdateTime(startTime);
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} else if (now < maxExpiry) {
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// we've spent most of our time budget, but we still simulate() the avatar as it if were out of view
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// --> some avatars may freeze until their priority trickles up
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (inView && avatar->hasNewJointData()) {
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numAVatarsNotUpdated++;
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}
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avatar->simulate(deltaTime, false);
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} else {
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// we've spent ALL of our time budget --> bail on the rest of the avatar updates
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// we've spent our full time budget --> bail on the rest of the avatar updates
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// --> more avatars may freeze until their priority trickles up
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// --> some scale or fade animations may glitch
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// --> some avatar velocity measurements may be a little off
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// HACK: no time simulate, but we will take the time to count how many were tragically missed
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// no time simulate, but we take the time to count how many were tragically missed
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bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
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if (!inView) {
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break;
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@ -95,12 +95,6 @@ void CauterizedModel::createCollisionRenderItemSet() {
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Model::createCollisionRenderItemSet();
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}
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// Called within Model::simulate call, below.
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void CauterizedModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Model::updateRig(deltaTime, parentTransform);
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_needsUpdateClusterMatrices = true;
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}
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void CauterizedModel::updateClusterMatrices() {
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PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
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@ -37,7 +37,6 @@ public:
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void createVisibleRenderItemSet() override;
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void createCollisionRenderItemSet() override;
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virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
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virtual void updateClusterMatrices() override;
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void updateRenderItems() override;
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@ -166,7 +166,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
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// evaluate AnimGraph animation and update jointStates.
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CauterizedModel::updateRig(deltaTime, parentTransform);
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Model::updateRig(deltaTime, parentTransform);
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Rig::EyeParameters eyeParams;
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eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
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@ -179,7 +179,9 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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_rig->updateFromEyeParameters(eyeParams);
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} else {
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CauterizedModel::updateRig(deltaTime, parentTransform);
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// no need to call Model::updateRig() because otherAvatars get their joint state
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// copied directly from AvtarData::_jointData (there are no Rig animations to blend)
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_needsUpdateClusterMatrices = true;
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// This is a little more work than we really want.
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//
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@ -1307,39 +1307,50 @@ void Rig::copyJointsIntoJointData(QVector<JointData>& jointDataVec) const {
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void Rig::copyJointsFromJointData(const QVector<JointData>& jointDataVec) {
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PerformanceTimer perfTimer("copyJoints");
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PROFILE_RANGE(simulation_animation_detail, "copyJoints");
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if (_animSkeleton && jointDataVec.size() == (int)_internalPoseSet._relativePoses.size()) {
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// make a vector of rotations in absolute-geometry-frame
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const AnimPoseVec& absoluteDefaultPoses = _animSkeleton->getAbsoluteDefaultPoses();
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std::vector<glm::quat> rotations;
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rotations.reserve(absoluteDefaultPoses.size());
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const glm::quat rigToGeometryRot(glmExtractRotation(_rigToGeometryTransform));
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for (int i = 0; i < jointDataVec.size(); i++) {
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const JointData& data = jointDataVec.at(i);
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if (data.rotationSet) {
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// JointData rotations are in absolute rig-frame so we rotate them to absolute geometry-frame
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rotations.push_back(rigToGeometryRot * data.rotation);
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} else {
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rotations.push_back(absoluteDefaultPoses[i].rot());
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}
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}
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if (!_animSkeleton) {
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return;
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}
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if (jointDataVec.size() != (int)_internalPoseSet._relativePoses.size()) {
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// animations haven't fully loaded yet.
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_internalPoseSet._relativePoses = _animSkeleton->getRelativeDefaultPoses();
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}
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// convert rotations from absolute to parent relative.
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_animSkeleton->convertAbsoluteRotationsToRelative(rotations);
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// store new relative poses
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const AnimPoseVec& relativeDefaultPoses = _animSkeleton->getRelativeDefaultPoses();
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for (int i = 0; i < jointDataVec.size(); i++) {
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const JointData& data = jointDataVec.at(i);
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_internalPoseSet._relativePoses[i].scale() = Vectors::ONE;
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_internalPoseSet._relativePoses[i].rot() = rotations[i];
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if (data.translationSet) {
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// JointData translations are in scaled relative-frame so we scale back to regular relative-frame
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_internalPoseSet._relativePoses[i].trans() = _invGeometryOffset.scale() * data.translation;
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} else {
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_internalPoseSet._relativePoses[i].trans() = relativeDefaultPoses[i].trans();
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}
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// make a vector of rotations in absolute-geometry-frame
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const AnimPoseVec& absoluteDefaultPoses = _animSkeleton->getAbsoluteDefaultPoses();
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std::vector<glm::quat> rotations;
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rotations.reserve(absoluteDefaultPoses.size());
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const glm::quat rigToGeometryRot(glmExtractRotation(_rigToGeometryTransform));
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for (int i = 0; i < jointDataVec.size(); i++) {
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const JointData& data = jointDataVec.at(i);
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if (data.rotationSet) {
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// JointData rotations are in absolute rig-frame so we rotate them to absolute geometry-frame
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rotations.push_back(rigToGeometryRot * data.rotation);
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} else {
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rotations.push_back(absoluteDefaultPoses[i].rot());
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}
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}
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// convert rotations from absolute to parent relative.
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_animSkeleton->convertAbsoluteRotationsToRelative(rotations);
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// store new relative poses
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const AnimPoseVec& relativeDefaultPoses = _animSkeleton->getRelativeDefaultPoses();
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for (int i = 0; i < jointDataVec.size(); i++) {
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const JointData& data = jointDataVec.at(i);
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_internalPoseSet._relativePoses[i].scale() = Vectors::ONE;
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_internalPoseSet._relativePoses[i].rot() = rotations[i];
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if (data.translationSet) {
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// JointData translations are in scaled relative-frame so we scale back to regular relative-frame
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_internalPoseSet._relativePoses[i].trans() = _invGeometryOffset.scale() * data.translation;
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} else {
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_internalPoseSet._relativePoses[i].trans() = relativeDefaultPoses[i].trans();
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}
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}
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// build absolute poses and copy to externalPoseSet
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buildAbsoluteRigPoses(_internalPoseSet._relativePoses, _internalPoseSet._absolutePoses);
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QWriteLocker writeLock(&_externalPoseSetLock);
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_externalPoseSet = _internalPoseSet;
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}
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void Rig::computeAvatarBoundingCapsule(
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@ -2324,61 +2324,57 @@ float AvatarData::_avatarSortCoefficientSize { 0.5f };
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float AvatarData::_avatarSortCoefficientCenter { 0.25 };
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float AvatarData::_avatarSortCoefficientAge { 1.0f };
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std::priority_queue<AvatarPriority> AvatarData::sortAvatars(
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QList<AvatarSharedPointer> avatarList,
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const ViewFrustum& cameraView,
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std::function<uint64_t(AvatarSharedPointer)> getLastUpdated,
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std::function<float(AvatarSharedPointer)> getBoundingRadius,
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std::function<bool(AvatarSharedPointer)> shouldIgnore) {
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void AvatarData::sortAvatars(
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QList<AvatarSharedPointer> avatarList,
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const ViewFrustum& cameraView,
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std::priority_queue<AvatarPriority>& sortedAvatarsOut,
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std::function<uint64_t(AvatarSharedPointer)> getLastUpdated,
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std::function<float(AvatarSharedPointer)> getBoundingRadius,
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std::function<bool(AvatarSharedPointer)> shouldIgnore) {
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uint64_t startTime = usecTimestampNow();
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PROFILE_RANGE(simulation, "sort");
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uint64_t now = usecTimestampNow();
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glm::vec3 frustumCenter = cameraView.getPosition();
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const glm::vec3& forward = cameraView.getDirection();
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for (int32_t i = 0; i < avatarList.size(); ++i) {
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const auto& avatar = avatarList.at(i);
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std::priority_queue<AvatarPriority> sortedAvatars;
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{
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PROFILE_RANGE(simulation, "sort");
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for (int32_t i = 0; i < avatarList.size(); ++i) {
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const auto& avatar = avatarList.at(i);
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if (shouldIgnore(avatar)) {
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continue;
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}
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// priority = weighted linear combination of:
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// (a) apparentSize
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// (b) proximity to center of view
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// (c) time since last update
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glm::vec3 avatarPosition = avatar->getPosition();
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glm::vec3 offset = avatarPosition - frustumCenter;
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float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
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// FIXME - AvatarData has something equivolent to this
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float radius = getBoundingRadius(avatar);
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const glm::vec3& forward = cameraView.getDirection();
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float apparentSize = 2.0f * radius / distance;
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float cosineAngle = glm::length(glm::dot(offset, forward) * forward) / distance;
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float age = (float)(startTime - getLastUpdated(avatar)) / (float)(USECS_PER_SECOND);
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// NOTE: we are adding values of different units to get a single measure of "priority".
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// Thus we multiply each component by a conversion "weight" that scales its units relative to the others.
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// These weights are pure magic tuning and should be hard coded in the relation below,
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// but are currently exposed for anyone who would like to explore fine tuning:
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float priority = _avatarSortCoefficientSize * apparentSize
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+ _avatarSortCoefficientCenter * cosineAngle
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+ _avatarSortCoefficientAge * age;
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// decrement priority of avatars outside keyhole
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if (distance > cameraView.getCenterRadius()) {
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if (!cameraView.sphereIntersectsFrustum(avatarPosition, radius)) {
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priority += OUT_OF_VIEW_PENALTY;
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}
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}
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sortedAvatars.push(AvatarPriority(avatar, priority));
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if (shouldIgnore(avatar)) {
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continue;
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}
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// priority = weighted linear combination of:
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// (a) apparentSize
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// (b) proximity to center of view
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// (c) time since last update
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glm::vec3 avatarPosition = avatar->getPosition();
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glm::vec3 offset = avatarPosition - frustumCenter;
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float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
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// FIXME - AvatarData has something equivolent to this
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float radius = getBoundingRadius(avatar);
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float apparentSize = 2.0f * radius / distance;
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float cosineAngle = glm::dot(offset, forward) / distance;
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float age = (float)(now - getLastUpdated(avatar)) / (float)(USECS_PER_SECOND);
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// NOTE: we are adding values of different units to get a single measure of "priority".
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// Thus we multiply each component by a conversion "weight" that scales its units relative to the others.
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// These weights are pure magic tuning and should be hard coded in the relation below,
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// but are currently exposed for anyone who would like to explore fine tuning:
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float priority = _avatarSortCoefficientSize * apparentSize
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+ _avatarSortCoefficientCenter * cosineAngle
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+ _avatarSortCoefficientAge * age;
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// decrement priority of avatars outside keyhole
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if (distance > cameraView.getCenterRadius()) {
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if (!cameraView.sphereIntersectsFrustum(avatarPosition, radius)) {
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priority += OUT_OF_VIEW_PENALTY;
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}
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}
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sortedAvatarsOut.push(AvatarPriority(avatar, priority));
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}
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return sortedAvatars;
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}
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QScriptValue AvatarEntityMapToScriptValue(QScriptEngine* engine, const AvatarEntityMap& value) {
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@ -597,9 +597,10 @@ public:
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static const float OUT_OF_VIEW_PENALTY;
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static std::priority_queue<AvatarPriority> sortAvatars(
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static void sortAvatars(
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QList<AvatarSharedPointer> avatarList,
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const ViewFrustum& cameraView,
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std::priority_queue<AvatarPriority>& sortedAvatarsOut,
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std::function<uint64_t(AvatarSharedPointer)> getLastUpdated,
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std::function<float(AvatarSharedPointer)> getBoundingRadius,
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std::function<bool(AvatarSharedPointer)> shouldIgnore);
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