From 367175b8a64e6ef9e5953861047479fb53a07241 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Wed, 28 Oct 2015 10:49:19 -0700 Subject: [PATCH] Reduce lock time. --- interface/src/avatar/AvatarManager.cpp | 7 +- interface/src/avatar/MyAvatar.cpp | 110 +++++++++++++------------ 2 files changed, 58 insertions(+), 59 deletions(-) diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index 4352934315..9783590b05 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -355,9 +355,6 @@ AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID) if (sessionID == _myAvatar->getSessionUUID()) { return std::static_pointer_cast(_myAvatar); } - AvatarSharedPointer avatar; - withAvatarHash([&avatar, &sessionID] (const AvatarHash& hash) { - avatar = hash[sessionID]; - }); - return avatar; + QReadLocker locker(&_hashLock); + return _avatarHash[sessionID]; } diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index c6711c3324..a69c22813a 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1018,72 +1018,74 @@ void MyAvatar::updateLookAtTargetAvatar() { const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f; const float GREATEST_LOOKING_AT_DISTANCE = 10.0f; - DependencyManager::get()->withAvatarHash([&] (const AvatarHash& hash) { - foreach (const AvatarSharedPointer& avatarPointer, hash) { - auto avatar = static_pointer_cast(avatarPointer); - bool isCurrentTarget = avatar->getIsLookAtTarget(); - float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition); - avatar->setIsLookAtTarget(false); - if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getScale())) { - float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition)); - if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) { - _lookAtTargetAvatar = avatarPointer; - _targetAvatarPosition = avatarPointer->getPosition(); - smallestAngleTo = angleTo; - } - if (isLookingAtMe(avatar)) { + AvatarHash hash; + DependencyManager::get()->withAvatarHash([&] (const AvatarHash& locked) { + hash = locked; // make a shallow copy and operate on that, to minimize lock time + }); + foreach (const AvatarSharedPointer& avatarPointer, hash) { + auto avatar = static_pointer_cast(avatarPointer); + bool isCurrentTarget = avatar->getIsLookAtTarget(); + float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition); + avatar->setIsLookAtTarget(false); + if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getScale())) { + float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition)); + if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) { + _lookAtTargetAvatar = avatarPointer; + _targetAvatarPosition = avatarPointer->getPosition(); + smallestAngleTo = angleTo; + } + if (isLookingAtMe(avatar)) { - // Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face. - glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar. + // Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face. + glm::vec3 lookAtPosition = avatar->getHead()->getLookAtPosition(); // A position, in world space, on my avatar. - // The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.) - // Let's get everything to world space: - glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition(); - glm::vec3 avatarRightEye = getHead()->getRightEyePosition(); - // When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok. - // By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.) - // 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. - glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left); - glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right); - glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]); - glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]); - auto humanSystem = qApp->getViewFrustum(); - glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal); - glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal); + // The camera isn't at the point midway between the avatar eyes. (Even without an HMD, the head can be offset a bit.) + // Let's get everything to world space: + glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition(); + glm::vec3 avatarRightEye = getHead()->getRightEyePosition(); + // When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok. + // By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.) + // 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. + glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left); + glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right); + glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]); + glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]); + auto humanSystem = qApp->getViewFrustum(); + glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal); + glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal); - // First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point. - // (We will be adding that offset to the camera position, after making some other adjustments.) - glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition(); + // First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point. + // (We will be adding that offset to the camera position, after making some other adjustments.) + glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition(); - // Scale by proportional differences between avatar and human. - float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye); - float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye); - gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation; + // Scale by proportional differences between avatar and human. + float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye); + float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye); + gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation; - // If the camera is also not oriented with the head, adjust by getting the offset in head-space... - /* 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. - glm::quat avatarHeadOrientation = getHead()->getOrientation(); - glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset; - // ... and treat that as though it were in camera space, bringing it back to world space. - // But camera is fudged to make the picture feel like the avatar's orientation. - glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ? - gazeOffset = humanOrientation * gazeOffsetLocalToHead; - glm::vec3 corrected = humanSystem->getPosition() + gazeOffset; - */ + // If the camera is also not oriented with the head, adjust by getting the offset in head-space... + /* 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. + glm::quat avatarHeadOrientation = getHead()->getOrientation(); + glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset; + // ... and treat that as though it were in camera space, bringing it back to world space. + // But camera is fudged to make the picture feel like the avatar's orientation. + glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ? + gazeOffset = humanOrientation * gazeOffsetLocalToHead; + glm::vec3 corrected = humanSystem->getPosition() + gazeOffset; + */ - // And now we can finally add that offset to the camera. - glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset; + // And now we can finally add that offset to the camera. + glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset; - avatar->getHead()->setCorrectedLookAtPosition(corrected); + avatar->getHead()->setCorrectedLookAtPosition(corrected); - } else { - avatar->getHead()->clearCorrectedLookAtPosition(); - } } else { avatar->getHead()->clearCorrectedLookAtPosition(); } + } else { + avatar->getHead()->clearCorrectedLookAtPosition(); } - }); + } auto avatarPointer = _lookAtTargetAvatar.lock(); if (avatarPointer) { static_pointer_cast(avatarPointer)->setIsLookAtTarget(true);