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Reduce lock time.
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parent
9e223a9502
commit
367175b8a6
2 changed files with 58 additions and 59 deletions
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@ -355,9 +355,6 @@ AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID)
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if (sessionID == _myAvatar->getSessionUUID()) {
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return std::static_pointer_cast<Avatar>(_myAvatar);
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}
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AvatarSharedPointer avatar;
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withAvatarHash([&avatar, &sessionID] (const AvatarHash& hash) {
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avatar = hash[sessionID];
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});
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return avatar;
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QReadLocker locker(&_hashLock);
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return _avatarHash[sessionID];
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}
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@ -1018,72 +1018,74 @@ void MyAvatar::updateLookAtTargetAvatar() {
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const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
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const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
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DependencyManager::get<AvatarManager>()->withAvatarHash([&] (const AvatarHash& hash) {
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foreach (const AvatarSharedPointer& avatarPointer, hash) {
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auto avatar = static_pointer_cast<Avatar>(avatarPointer);
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bool isCurrentTarget = avatar->getIsLookAtTarget();
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float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
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avatar->setIsLookAtTarget(false);
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if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getScale())) {
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float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition));
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if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
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_lookAtTargetAvatar = avatarPointer;
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_targetAvatarPosition = avatarPointer->getPosition();
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smallestAngleTo = angleTo;
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}
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if (isLookingAtMe(avatar)) {
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AvatarHash hash;
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DependencyManager::get<AvatarManager>()->withAvatarHash([&] (const AvatarHash& locked) {
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hash = locked; // make a shallow copy and operate on that, to minimize lock time
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});
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foreach (const AvatarSharedPointer& avatarPointer, hash) {
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auto avatar = static_pointer_cast<Avatar>(avatarPointer);
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bool isCurrentTarget = avatar->getIsLookAtTarget();
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float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
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avatar->setIsLookAtTarget(false);
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if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getScale())) {
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float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition));
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if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
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_lookAtTargetAvatar = avatarPointer;
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_targetAvatarPosition = avatarPointer->getPosition();
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smallestAngleTo = angleTo;
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}
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if (isLookingAtMe(avatar)) {
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// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
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glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar.
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// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
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glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar.
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// The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.)
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// Let's get everything to world space:
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glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition();
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glm::vec3 avatarRightEye = getHead()->getRightEyePosition();
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// When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok.
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// By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.)
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// This might be more work than needed for any given use, but as we explore different formulations, we go mad if we don't work in world space.
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glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left);
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glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right);
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glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
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glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]);
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auto humanSystem = qApp->getViewFrustum();
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glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal);
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glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal);
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// The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.)
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// Let's get everything to world space:
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glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition();
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glm::vec3 avatarRightEye = getHead()->getRightEyePosition();
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// When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok.
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// By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.)
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// This might be more work than needed for any given use, but as we explore different formulations, we go mad if we don't work in world space.
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glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left);
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glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right);
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glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
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glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]);
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auto humanSystem = qApp->getViewFrustum();
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glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal);
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glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal);
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// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
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// (We will be adding that offset to the camera position, after making some other adjustments.)
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glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
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// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
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// (We will be adding that offset to the camera position, after making some other adjustments.)
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glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
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// Scale by proportional differences between avatar and human.
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float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye);
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float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye);
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gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation;
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// Scale by proportional differences between avatar and human.
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float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye);
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float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye);
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gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation;
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// If the camera is also not oriented with the head, adjust by getting the offset in head-space...
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/* Not needed (i.e., code is a no-op), but I'm leaving the example code here in case something like this is needed someday.
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glm::quat avatarHeadOrientation = getHead()->getOrientation();
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glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
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// ... and treat that as though it were in camera space, bringing it back to world space.
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// But camera is fudged to make the picture feel like the avatar's orientation.
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glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
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gazeOffset = humanOrientation * gazeOffsetLocalToHead;
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glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
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*/
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// If the camera is also not oriented with the head, adjust by getting the offset in head-space...
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/* Not needed (i.e., code is a no-op), but I'm leaving the example code here in case something like this is needed someday.
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glm::quat avatarHeadOrientation = getHead()->getOrientation();
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glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
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// ... and treat that as though it were in camera space, bringing it back to world space.
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// But camera is fudged to make the picture feel like the avatar's orientation.
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glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
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gazeOffset = humanOrientation * gazeOffsetLocalToHead;
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glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
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*/
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// And now we can finally add that offset to the camera.
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glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset;
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// And now we can finally add that offset to the camera.
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glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset;
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avatar->getHead()->setCorrectedLookAtPosition(corrected);
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avatar->getHead()->setCorrectedLookAtPosition(corrected);
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} else {
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avatar->getHead()->clearCorrectedLookAtPosition();
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}
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} else {
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avatar->getHead()->clearCorrectedLookAtPosition();
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}
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} else {
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avatar->getHead()->clearCorrectedLookAtPosition();
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}
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});
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}
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auto avatarPointer = _lookAtTargetAvatar.lock();
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if (avatarPointer) {
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static_pointer_cast<Avatar>(avatarPointer)->setIsLookAtTarget(true);
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