less magic

This commit is contained in:
Andrew Meadows 2017-01-24 14:22:39 -08:00
parent 0f09e60acd
commit 2264c29604

View file

@ -192,6 +192,10 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
float cosineAngle = glm::length(offset - glm::dot(offset, forward) * forward) / distance;
const float TIME_PENALTY = 0.080f; // seconds
float age = (float)(startTime - avatar->getLastRenderUpdateTime()) / (float)(USECS_PER_SECOND) - TIME_PENALTY;
// NOTE: we are adding values of different units to get a single measure of "priority".
// Thus we multiply each component by a conversion "weight" that scales its units
// relative to the others. These weights are pure magic tuning and are hard coded in the
// relation below: (hint: unitary weights are not explicityly shown)
float priority = apparentSize + 0.25f * cosineAngle + age;
// decrement priority of avatars outside keyhole
@ -233,7 +237,8 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
uint64_t now = usecTimestampNow();
if (now < renderExpiry) {
// we're within budget
bool inView = sortData.priority > 0.5f * OUT_OF_VIEW_PENALTY;
const float OUT_OF_VIEW_THRESHOLD = 0.5f * OUT_OF_VIEW_PENALTY;
bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
avatar->simulate(deltaTime, inView);
avatar->updateRenderItem(pendingChanges);
avatar->setLastRenderUpdateTime(startTime);