remove cruft

This commit is contained in:
Andrew Meadows 2017-11-20 15:08:52 -08:00
parent e068eb879c
commit deccc54965
3 changed files with 0 additions and 63 deletions

View file

@ -189,10 +189,8 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
// setup list of AvatarData as well as maps to map betweeen the AvatarData and the original nodes
// for calling the AvatarData::sortAvatars() function and getting our sorted list of client nodes
std::vector<AvatarSharedPointer> avatarsToSort;
std::unordered_map<AvatarSharedPointer, SharedNodePointer> avatarDataToNodes;
std::for_each(_begin, _end, [&](const SharedNodePointer& otherNode) {
// make sure this is an agent that we have avatar data for before considering it for inclusion
if (otherNode->getType() == NodeType::Agent

View file

@ -2391,59 +2391,6 @@ float AvatarData::_avatarSortCoefficientSize { 0.5f };
float AvatarData::_avatarSortCoefficientCenter { 0.25 };
float AvatarData::_avatarSortCoefficientAge { 1.0f };
void AvatarData::sortAvatars(
QList<AvatarSharedPointer> avatarList,
const ViewFrustum& cameraView,
std::priority_queue<AvatarPriority>& sortedAvatarsOut,
std::function<uint64_t(AvatarSharedPointer)> getLastUpdated,
std::function<float(AvatarSharedPointer)> getBoundingRadius,
std::function<bool(AvatarSharedPointer)> shouldIgnore) {
PROFILE_RANGE(simulation, "sort");
uint64_t now = usecTimestampNow();
glm::vec3 frustumCenter = cameraView.getPosition();
const glm::vec3& forward = cameraView.getDirection();
for (int32_t i = 0; i < avatarList.size(); ++i) {
const auto& avatar = avatarList.at(i);
if (shouldIgnore(avatar)) {
continue;
}
// priority = weighted linear combination of:
// (a) apparentSize
// (b) proximity to center of view
// (c) time since last update
glm::vec3 avatarPosition = avatar->getWorldPosition();
glm::vec3 offset = avatarPosition - frustumCenter;
float distance = glm::length(offset) + 0.001f; // add 1mm to avoid divide by zero
// FIXME - AvatarData has something equivolent to this
float radius = getBoundingRadius(avatar);
float apparentSize = 2.0f * radius / distance;
float cosineAngle = glm::dot(offset, forward) / distance;
float age = (float)(now - getLastUpdated(avatar)) / (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 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()) {
if (!cameraView.sphereIntersectsFrustum(avatarPosition, radius)) {
priority += OUT_OF_VIEW_PENALTY;
}
}
sortedAvatarsOut.push(AvatarPriority(avatar, priority));
}
}
QScriptValue AvatarEntityMapToScriptValue(QScriptEngine* engine, const AvatarEntityMap& value) {
QScriptValue obj = engine->newObject();
for (auto entityID : value.keys()) {

View file

@ -629,14 +629,6 @@ public:
static const float OUT_OF_VIEW_PENALTY;
static void sortAvatars(
QList<AvatarSharedPointer> avatarList,
const ViewFrustum& cameraView,
std::priority_queue<AvatarPriority>& sortedAvatarsOut,
std::function<uint64_t(AvatarSharedPointer)> getLastUpdated,
std::function<float(AvatarSharedPointer)> getBoundingRadius,
std::function<bool(AvatarSharedPointer)> shouldIgnore);
// 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.
static float _avatarSortCoefficientSize;