void AvatarManager::updateOtherAvatars(float deltaTime) { PerformanceWarning warn(Application::getInstance()->getPipelineWarningsOption(), "Application::updateAvatars()"); Application* applicationInstance = Application::getInstance(); glm::vec3 mouseOrigin = applicationInstance->getMouseRayOrigin(); glm::vec3 mouseDirection = applicationInstance->getMouseRayDirection(); // simulate avatars AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { Avatar* avatar = static_cast<Avatar*>(avatarIterator.value().data()); if (avatar == static_cast<Avatar*>(_myAvatar.data())) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. //updateMyAvatar(deltaTime); ++avatarIterator; continue; } if (avatar->getOwningAvatarMixer()) { // this avatar's mixer is still around, go ahead and simulate it avatar->simulate(deltaTime); avatar->setMouseRay(mouseOrigin, mouseDirection); ++avatarIterator; } else { // the mixer that owned this avatar is gone, give it to the vector of fades and kill it avatarIterator = erase(avatarIterator); } } // simulate avatar fades simulateAvatarFades(deltaTime); }
void AvatarManager::updateOtherAvatars(float deltaTime) { if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) { return; } bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::updateAvatars()"); PerformanceTimer perfTimer("otherAvatars"); // simulate avatars AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { auto avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value()); if (avatar == _myAvatar || !avatar->isInitialized()) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update or fade out uninitialized Avatars ++avatarIterator; } else if (avatar->shouldDie()) { removeAvatarMotionState(avatar); _avatarFades.push_back(avatarIterator.value()); avatarIterator = _avatarHash.erase(avatarIterator); } else { avatar->simulate(deltaTime); ++avatarIterator; } } // simulate avatar fades simulateAvatarFades(deltaTime); }
void AvatarManager::updateOtherAvatars(float deltaTime) { if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) { return; } bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::updateAvatars()"); PerformanceTimer perfTimer("otherAvatars"); // simulate avatars AvatarHash::iterator avatarIterator = _avatarHash.begin(); while (avatarIterator != _avatarHash.end()) { AvatarSharedPointer sharedAvatar = avatarIterator.value(); Avatar* avatar = reinterpret_cast<Avatar*>(sharedAvatar.data()); if (sharedAvatar == _myAvatar || !avatar->isInitialized()) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update uninitialized Avatars ++avatarIterator; continue; } if (!shouldKillAvatar(sharedAvatar)) { // this avatar's mixer is still around, go ahead and simulate it avatar->simulate(deltaTime); ++avatarIterator; } else { // the mixer that owned this avatar is gone, give it to the vector of fades and kill it avatarIterator = erase(avatarIterator); } } // simulate avatar fades simulateAvatarFades(deltaTime); }
void AvatarManager::updateOtherAvatars(float deltaTime) { // lock the hash for read to check the size QReadLocker lock(&_hashLock); if (_avatarHash.size() < 2 && _avatarFades.isEmpty()) { return; } lock.unlock(); bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showWarnings, "Application::updateAvatars()"); PerformanceTimer perfTimer("otherAvatars"); // simulate avatars auto hashCopy = getHashCopy(); AvatarHash::iterator avatarIterator = hashCopy.begin(); while (avatarIterator != hashCopy.end()) { auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value()); if (avatar == _myAvatar || !avatar->isInitialized()) { // DO NOT update _myAvatar! Its update has already been done earlier in the main loop. // DO NOT update or fade out uninitialized Avatars ++avatarIterator; } else if (avatar->shouldDie()) { removeAvatar(avatarIterator.key()); ++avatarIterator; } else { avatar->startUpdate(); avatar->simulate(deltaTime); avatar->endUpdate(); ++avatarIterator; } } // simulate avatar fades simulateAvatarFades(deltaTime); }