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Merge pull request #9718 from AndrewMeadows/sort-avatars-correctly
fix sorting algorithm for avatar render updates
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commit
97fc88491f
2 changed files with 46 additions and 10 deletions
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@ -154,8 +154,7 @@ public:
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AvatarPriority(AvatarSharedPointer a, float p) : avatar(a), priority(p) {}
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AvatarSharedPointer avatar;
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float priority;
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// NOTE: we invert the less-than operator to sort high priorities to front
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bool operator<(const AvatarPriority& other) const { return priority > other.priority; }
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bool operator<(const AvatarPriority& other) const { return priority < other.priority; }
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};
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void AvatarManager::updateOtherAvatars(float deltaTime) {
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@ -205,15 +204,17 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
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float radius = avatar->getBoundingRadius();
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const glm::vec3& forward = cameraView.getDirection();
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float apparentSize = radius / distance;
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float cosineAngle = glm::length(offset - glm::dot(offset, forward) * forward) / distance;
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const float TIME_PENALTY = 0.080f; // seconds
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float age = (float)(startTime - avatar->getLastRenderUpdateTime()) / (float)(USECS_PER_SECOND) - TIME_PENALTY;
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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 - avatar->getLastRenderUpdateTime()) / (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
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// relative to the others. These weights are pure magic tuning and are hard coded in the
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// relation below: (hint: unitary weights are not explicityly shown)
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float priority = apparentSize + 0.25f * cosineAngle + age;
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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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@ -593,3 +594,29 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay&
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return result;
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}
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// HACK
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float AvatarManager::getAvatarSortCoefficient(const QString& name) {
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if (name == "size") {
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return _avatarSortCoefficientSize;
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} else if (name == "center") {
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return _avatarSortCoefficientCenter;
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} else if (name == "age") {
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return _avatarSortCoefficientAge;
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}
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return 0.0f;
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}
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// HACK
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void AvatarManager::setAvatarSortCoefficient(const QString& name, const QScriptValue& value) {
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if (value.isNumber()) {
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float numericalValue = (float)value.toNumber();
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if (name == "size") {
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_avatarSortCoefficientSize = numericalValue;
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} else if (name == "center") {
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_avatarSortCoefficientCenter = numericalValue;
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} else if (name == "age") {
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_avatarSortCoefficientAge = numericalValue;
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}
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}
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}
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@ -81,6 +81,10 @@ public:
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const QScriptValue& avatarIdsToInclude = QScriptValue(),
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const QScriptValue& avatarIdsToDiscard = QScriptValue());
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// TODO: remove this HACK once we settle on optimal default sort coefficients
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Q_INVOKABLE float getAvatarSortCoefficient(const QString& name);
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Q_INVOKABLE void setAvatarSortCoefficient(const QString& name, const QScriptValue& value);
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float getMyAvatarSendRate() const { return _myAvatarSendRate.rate(); }
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public slots:
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@ -120,6 +124,11 @@ private:
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int _partiallySimulatedAvatars { 0 };
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float _avatarSimulationTime { 0.0f };
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// TODO: remove this HACK once we settle on optimal sort coefficients
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// These coefficients exposed for fine tuning the sort priority for transfering new _jointData to the render pipeline.
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float _avatarSortCoefficientSize { 0.5f };
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float _avatarSortCoefficientCenter { 0.25 };
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float _avatarSortCoefficientAge { 1.0f };
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};
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Q_DECLARE_METATYPE(AvatarManager::LocalLight)
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