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https://github.com/overte-org/overte.git
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compute priority of avatar and sort before update
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parent
09707217ec
commit
e363423992
3 changed files with 69 additions and 27 deletions
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@ -127,6 +127,7 @@ Avatar::Avatar(RigPointer rig) :
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_nameRectGeometryID = geometryCache->allocateID();
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_leftPointerGeometryID = geometryCache->allocateID();
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_rightPointerGeometryID = geometryCache->allocateID();
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_lastRenderUpdateTime = usecTimestampNow();
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}
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Avatar::~Avatar() {
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@ -320,10 +321,6 @@ void Avatar::simulate(float deltaTime, bool inView) {
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PROFILE_RANGE(simulation, "updateJoints");
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uint64_t start = usecTimestampNow();
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if (inView) {
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// adebug BOOKMARK: can avoid copying duplicate joint data
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// - can avoid some work when transform not changed (see SkeletonModel::simulate() and Model::setTranslation())
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// - can maybe use _hasNewFoo instead of AvatarData::_jointDataVersion
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// - can maybe avoid stuff if blendShapes haven't changed
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_skeletonModel->getRig()->copyJointsFromJointData(_jointData);
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_skeletonModel->simulate(deltaTime, _hasNewJointData);
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locationChanged(); // joints changed, so if there are any children, update them.
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@ -177,6 +177,9 @@ public:
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glm::vec3 getUncachedRightPalmPosition() const;
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glm::quat getUncachedRightPalmRotation() const;
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uint64_t getLastRenderUpdateTime() const { return _lastRenderUpdateTime; }
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void setLastRenderUpdateTime(uint64_t time) { _lastRenderUpdateTime = time; }
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Q_INVOKABLE void setShouldDie();
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public slots:
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@ -259,6 +262,7 @@ protected:
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void ensureInScene(AvatarSharedPointer self);
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private:
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uint64_t _lastRenderUpdateTime { 0 };
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int _leftPointerGeometryID { 0 };
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int _rightPointerGeometryID { 0 };
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int _nameRectGeometryID { 0 };
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@ -132,53 +132,94 @@ void AvatarManager::updateMyAvatar(float deltaTime) {
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Q_LOGGING_CATEGORY(trace_simulation_avatar, "trace.simulation.avatar");
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class AvatarPriority {
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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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};
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void AvatarManager::updateOtherAvatars(float deltaTime) {
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// lock the hash for read to check the size
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QReadLocker lock(&_hashLock);
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if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) {
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return;
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}
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lock.unlock();
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateAvatars()");
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PerformanceTimer perfTimer("otherAvatars");
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render::PendingChanges pendingChanges;
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// simulate avatars
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auto hashCopy = getHashCopy();
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auto avatarMap = getHashCopy();
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QList<AvatarSharedPointer> avatarList = avatarMap.values();
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uint64_t now = usecTimestampNow();
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ViewFrustum cameraView;
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qApp->copyDisplayViewFrustum(cameraView);
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glm::vec3 frustumCenter = cameraView.getPosition();
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uint64_t start = usecTimestampNow();
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AvatarHash::iterator avatarIterator = hashCopy.begin();
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while (avatarIterator != hashCopy.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
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const float OUT_OF_VIEW_PENALTY = -10.0;
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std::priority_queue<AvatarPriority> sortedAvatars;
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for (int32_t i = 0; i < avatarList.size(); ++i) {
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const auto& avatar = std::static_pointer_cast<Avatar>(avatarList.at(i));
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if (avatar == _myAvatar || !avatar->isInitialized()) {
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// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
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// DO NOT update or fade out uninitialized Avatars
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++avatarIterator;
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} else if (avatar->shouldDie()) {
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removeAvatar(avatarIterator.key());
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++avatarIterator;
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} else {
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avatar->ensureInScene(avatar);
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const bool inView = true; // HACK
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avatar->simulate(deltaTime, inView);
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++avatarIterator;
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avatar->updateRenderItem(pendingChanges);
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continue;
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}
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if (avatar->shouldDie()) {
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removeAvatar(avatar->getID());
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continue;
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}
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// priority = weighted linear combination of:
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// (a) apparentSize
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// (b) proximity to center of view, and
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// (c) time since last update
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glm::vec3 avatarPosition = avatar->getPosition();
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glm::vec3 offset = avatarPosition - frustumCenter;
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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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float age = (float)(now - avatar->getLastRenderUpdateTime()) / (float)(USECS_PER_SECOND);
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float priority = 2.0f * apparentSize + 0.25f * cosineAngle + age;
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// decrement priority of avatars outside keyhole
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if (distance > cameraView.getCenterRadius()) {
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if (!cameraView.sphereIntersectsFrustum(avatarPosition, radius)) {
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priority += OUT_OF_VIEW_PENALTY;
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}
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}
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sortedAvatars.push(AvatarPriority(avatar, priority));
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}
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render::PendingChanges pendingChanges;
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const uint64_t AVATAR_RENDER_UPDATE_TIME_BUDGET = 2 * USECS_PER_MSEC;
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uint64_t expiry = now + AVATAR_RENDER_UPDATE_TIME_BUDGET;
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while (!sortedAvatars.empty()) {
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const AvatarPriority& sortData = sortedAvatars.top();
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const auto& avatar = std::static_pointer_cast<Avatar>(sortData.avatar);
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avatar->ensureInScene(avatar);
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const bool inView = sortData.priority > 0.5f * OUT_OF_VIEW_PENALTY;
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avatar->simulate(deltaTime, inView);
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if (expiry > usecTimestampNow()) {
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avatar->updateRenderItem(pendingChanges);
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avatar->setLastRenderUpdateTime(now);
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}
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sortedAvatars.pop();
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}
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qApp->getMain3DScene()->enqueuePendingChanges(pendingChanges);
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// simulate avatar fades
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simulateAvatarFades(deltaTime);
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PROFILE_COUNTER(simulation_avatar, "NumAvatarsPerSec",
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{ { "NumAvatarsPerSec", (float)(size() * USECS_PER_SECOND) / (float)(usecTimestampNow() - start) } });
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//PROFILE_COUNTER(simulation_avatar, "NumAvatarsPerSec",
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// { { "NumAvatarsPerSec", (float)((size() - sortedAvatars.size()) * USECS_PER_SECOND) / (float)(usecTimestampNow() - now) } });
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PROFILE_COUNTER(simulation_avatar, "NumJointsPerSec", { { "NumJointsPerSec", Avatar::getNumJointsProcessedPerSecond() } });
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}
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