Only simulate() Avatar Models when necessary

Also: rebuild collision shapes when Model scale changes
This commit is contained in:
Andrew Meadows 2014-04-02 12:01:18 -07:00
parent 515593e41c
commit 97ba5250a5
8 changed files with 59 additions and 35 deletions

View file

@ -117,20 +117,29 @@ void Avatar::simulate(float deltaTime) {
getHand()->simulate(deltaTime, false);
_skeletonModel.setLODDistance(getLODDistance());
// copy joint data to skeleton
for (int i = 0; i < _jointData.size(); i++) {
const JointData& data = _jointData.at(i);
_skeletonModel.setJointState(i, data.valid, data.rotation);
}
glm::vec3 headPosition = _position;
if (!_shouldRenderBillboard && inViewFrustum) {
_skeletonModel.simulate(deltaTime);
_skeletonModel.getHeadPosition(headPosition);
glm::vec3 headPosition = _position;
_skeletonModel.updateGeometry();
if (_skeletonModel.isActive()) {
// copy joint data to skeleton
if (_hasNewJointRotations) {
for (int i = 0; i < _jointData.size(); i++) {
const JointData& data = _jointData.at(i);
_skeletonModel.setJointState(i, data.valid, data.rotation);
}
_skeletonModel.simulate(deltaTime);
_hasNewJointRotations = false;
}
_skeletonModel.getHeadPosition(headPosition);
}
Head* head = getHead();
head->setPosition(headPosition);
head->setScale(_scale);
head->getFaceModel().updateGeometry();
head->simulate(deltaTime, false, _shouldRenderBillboard);
}
Head* head = getHead();
head->setPosition(headPosition);
head->setScale(_scale);
head->simulate(deltaTime, false, _shouldRenderBillboard);
// use speed and angular velocity to determine walking vs. standing
if (_speed + fabs(_bodyYawDelta) > 0.2) {

View file

@ -19,8 +19,7 @@ FaceModel::FaceModel(Head* owningHead) :
}
void FaceModel::simulate(float deltaTime) {
bool geometryIsUpToDate = updateGeometry();
if (!geometryIsUpToDate) {
if (!isActive()) {
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
@ -42,7 +41,7 @@ void FaceModel::simulate(float deltaTime) {
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
Model::simulateInternal(deltaTime);
Model::simulate(deltaTime);
}
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {

View file

@ -289,6 +289,7 @@ void MyAvatar::simulate(float deltaTime) {
getHand()->collideAgainstOurself();
getHand()->simulate(deltaTime, true);
_skeletonModel.updateGeometry();
_skeletonModel.simulate(deltaTime);
// copy out the skeleton joints from the model
@ -305,6 +306,7 @@ void MyAvatar::simulate(float deltaTime) {
}
head->setPosition(headPosition);
head->setScale(_scale);
head->getFaceModel().updateGeometry();
head->simulate(deltaTime, true);
// Zero thrust out now that we've added it to velocity in this frame

View file

@ -19,6 +19,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
}
void SkeletonModel::simulate(float deltaTime) {
if (!isActive()) {
return;
}
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
const float MODEL_SCALE = 0.0006f;

View file

@ -56,6 +56,14 @@ Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations;
Model::SkinLocations Model::_skinShadowLocations;
void Model::setScale(const glm::vec3& scale) {
glm::vec3 deltaScale = _scale - scale;
if (glm::length2(deltaScale) > EPSILON) {
_scale = scale;
rebuildShapes();
}
}
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
program.bind();
locations.clusterMatrices = program.uniformLocation("clusterMatrices");
@ -182,10 +190,14 @@ void Model::reset() {
}
}
// return 'true' if geometry is up to date
bool Model::updateGeometry() {
bool needToRebuild = false;
void Model::updateGeometry() {
// NOTE: this is a recursive call that walks all attachments, and their attachments
for (int i = 0; i < _attachments.size(); i++) {
Model* model = _attachments.at(i);
model->updateGeometry();
}
bool needToRebuild = false;
if (_nextGeometry) {
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
_nextGeometry->setLoadPriority(this, -_lodDistance);
@ -197,7 +209,7 @@ bool Model::updateGeometry() {
}
if (!_geometry) {
// geometry is not ready
return false;
return;
}
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
@ -260,9 +272,9 @@ bool Model::updateGeometry() {
model->setURL(attachment.url);
_attachments.append(model);
}
createShapes();
rebuildShapes();
}
return true;
return;
}
bool Model::render(float alpha, bool forShadowMap) {
@ -440,7 +452,7 @@ void Model::clearShapes() {
_jointShapes.clear();
}
void Model::createShapes() {
void Model::rebuildShapes() {
clearShapes();
if (_jointStates.isEmpty()) {
@ -670,20 +682,16 @@ void Blender::run() {
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
}
void Model::simulate(float deltaTime) {
bool geometryIsUpToDate = updateGeometry();
if (!geometryIsUpToDate) {
// NOTE: this is a recursive call that walks all attachments, and their attachments
if (!isActive()) {
return;
}
simulateInternal(deltaTime);
}
void Model::simulateInternal(float deltaTime) {
// update the world space transforms for all joints
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
_shapesAreDirty = true;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
@ -720,7 +728,6 @@ void Model::simulateInternal(float deltaTime) {
}
void Model::updateJointState(int index) {
_shapesAreDirty = true;
JointState& state = _jointStates[index];
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const FBXJoint& joint = geometry.joints.at(index);
@ -838,6 +845,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int last
for (int j = freeLineage.size() - 1; j >= 0; j--) {
updateJointState(freeLineage.at(j));
}
_shapesAreDirty = true;
return true;
}

View file

@ -36,7 +36,7 @@ public:
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
const glm::quat& getRotation() const { return _rotation; }
void setScale(const glm::vec3& scale) { _scale = scale; }
void setScale(const glm::vec3& scale);
const glm::vec3& getScale() const { return _scale; }
void setOffset(const glm::vec3& offset) { _offset = offset; }
@ -156,7 +156,7 @@ public:
float getRightArmLength() const;
void clearShapes();
void createShapes();
void rebuildShapes();
void updateShapePositions();
void renderJointCollisionShapes(float alpha);
void renderBoundingCollisionShapes(float alpha);
@ -185,6 +185,8 @@ public:
/// Sets blended vertices computed in a separate thread.
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
void updateGeometry();
protected:
QSharedPointer<NetworkGeometry> _geometry;
@ -217,9 +219,6 @@ protected:
QVector<MeshState> _meshStates;
bool updateGeometry();
void simulateInternal(float deltaTime);
/// Updates the state of the joint at the specified index.
virtual void updateJointState(int index);

View file

@ -40,6 +40,7 @@ AvatarData::AvatarData() :
_handState(0),
_keyState(NO_KEY_DOWN),
_isChatCirclingEnabled(false),
_hasNewJointRotations(true),
_headData(NULL),
_handData(NULL),
_displayNameBoundingRect(),
@ -483,6 +484,7 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
}
}
} // numJoints * 8 bytes
_hasNewJointRotations = true;
return sourceBuffer - startPosition;
}

View file

@ -242,6 +242,8 @@ protected:
bool _isChatCirclingEnabled;
bool _hasNewJointRotations; // set in AvatarData, cleared in Avatar
HeadData* _headData;
HandData* _handData;