Merge pull request #9718 from AndrewMeadows/sort-avatars-correctly

fix sorting algorithm for avatar render updates
This commit is contained in:
Brad Hefta-Gaub 2017-02-21 16:14:12 -08:00 committed by GitHub
commit 97fc88491f
2 changed files with 46 additions and 10 deletions

View file

@ -154,8 +154,7 @@ public:
AvatarPriority(AvatarSharedPointer a, float p) : avatar(a), priority(p) {}
AvatarSharedPointer avatar;
float priority;
// NOTE: we invert the less-than operator to sort high priorities to front
bool operator<(const AvatarPriority& other) const { return priority > other.priority; }
bool operator<(const AvatarPriority& other) const { return priority < other.priority; }
};
void AvatarManager::updateOtherAvatars(float deltaTime) {
@ -205,15 +204,17 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
float radius = avatar->getBoundingRadius();
const glm::vec3& forward = cameraView.getDirection();
float apparentSize = radius / distance;
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;
float apparentSize = 2.0f * radius / distance;
float cosineAngle = glm::length(glm::dot(offset, forward) * forward) / distance;
float age = (float)(startTime - avatar->getLastRenderUpdateTime()) / (float)(USECS_PER_SECOND);
// 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;
// Thus we multiply each component by a conversion "weight" that scales its units relative to the others.
// These weights are pure magic tuning and should be hard coded in the relation below,
// but are currently exposed for anyone who would like to explore fine tuning:
float priority = _avatarSortCoefficientSize * apparentSize
+ _avatarSortCoefficientCenter * cosineAngle
+ _avatarSortCoefficientAge * age;
// decrement priority of avatars outside keyhole
if (distance > cameraView.getCenterRadius()) {
@ -593,3 +594,29 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersection(const PickRay&
return result;
}
// HACK
float AvatarManager::getAvatarSortCoefficient(const QString& name) {
if (name == "size") {
return _avatarSortCoefficientSize;
} else if (name == "center") {
return _avatarSortCoefficientCenter;
} else if (name == "age") {
return _avatarSortCoefficientAge;
}
return 0.0f;
}
// HACK
void AvatarManager::setAvatarSortCoefficient(const QString& name, const QScriptValue& value) {
if (value.isNumber()) {
float numericalValue = (float)value.toNumber();
if (name == "size") {
_avatarSortCoefficientSize = numericalValue;
} else if (name == "center") {
_avatarSortCoefficientCenter = numericalValue;
} else if (name == "age") {
_avatarSortCoefficientAge = numericalValue;
}
}
}

View file

@ -81,6 +81,10 @@ public:
const QScriptValue& avatarIdsToInclude = QScriptValue(),
const QScriptValue& avatarIdsToDiscard = QScriptValue());
// TODO: remove this HACK once we settle on optimal default sort coefficients
Q_INVOKABLE float getAvatarSortCoefficient(const QString& name);
Q_INVOKABLE void setAvatarSortCoefficient(const QString& name, const QScriptValue& value);
float getMyAvatarSendRate() const { return _myAvatarSendRate.rate(); }
public slots:
@ -120,6 +124,11 @@ private:
int _partiallySimulatedAvatars { 0 };
float _avatarSimulationTime { 0.0f };
// TODO: remove this HACK once we settle on optimal sort coefficients
// These coefficients exposed for fine tuning the sort priority for transfering new _jointData to the render pipeline.
float _avatarSortCoefficientSize { 0.5f };
float _avatarSortCoefficientCenter { 0.25 };
float _avatarSortCoefficientAge { 1.0f };
};
Q_DECLARE_METATYPE(AvatarManager::LocalLight)