Merge branch 'master' of https://github.com/highfidelity/hifi into scroll

This commit is contained in:
howard-stearns 2016-07-29 09:30:45 -07:00
commit 13771a52e8
3 changed files with 41 additions and 18 deletions

View file

@ -4685,7 +4685,8 @@ void Application::packetSent(quint64 length) {
void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scriptEngine) { void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scriptEngine) {
scriptEngine->setEmitScriptUpdatesFunction([this]() { scriptEngine->setEmitScriptUpdatesFunction([this]() {
return isPhysicsEnabled(); SharedNodePointer entityServerNode = DependencyManager::get<NodeList>()->soloNodeOfType(NodeType::EntityServer);
return !entityServerNode || isPhysicsEnabled();
}); });
// setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so // setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so

View file

@ -839,21 +839,24 @@ void ScriptEngine::run() {
// calculate a sleepUntil to be the time from our start time until the original target // calculate a sleepUntil to be the time from our start time until the original target
// sleepUntil for this frame. // sleepUntil for this frame.
const std::chrono::microseconds FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1); const std::chrono::microseconds FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1);
clock::time_point sleepUntil(startTime + thisFrame++ * FRAME_DURATION); clock::time_point targetSleepUntil(startTime + thisFrame++ * FRAME_DURATION);
// However, if our sleepUntil is not at least our average update time into the future // However, if our sleepUntil is not at least our average update time into the future
// it means our script is taking too long in it's updates, and we want to punish the // it means our script is taking too long in it's updates, and we want to punish the
// script a little bit. So we will force the sleepUntil to be at least our averageUpdate // script a little bit. So we will force the sleepUntil to be at least our averageUpdate
// time into the future. // time into the future.
auto wouldSleep = (sleepUntil - clock::now()); auto averageUpdate = totalUpdates / thisFrame;
auto avgerageUpdate = totalUpdates / thisFrame; auto sleepUntil = std::max(targetSleepUntil, beforeSleep + averageUpdate);
if (wouldSleep < avgerageUpdate) { // We don't want to actually sleep for too long, because it causes our scripts to hang
sleepUntil = beforeSleep + avgerageUpdate; // on shutdown and stop... so we want to loop and sleep until we've spent our time in
// purgatory, constantly checking to see if our script was asked to end
while (!_isFinished && clock::now() < sleepUntil) {
QCoreApplication::processEvents(); // before we sleep again, give events a chance to process
auto thisSleepUntil = std::min(sleepUntil, clock::now() + FRAME_DURATION);
std::this_thread::sleep_until(thisSleepUntil);
} }
std::this_thread::sleep_until(sleepUntil);
#ifdef SCRIPT_DELAY_DEBUG #ifdef SCRIPT_DELAY_DEBUG
{ {
auto actuallySleptUntil = clock::now(); auto actuallySleptUntil = clock::now();
@ -865,7 +868,7 @@ void ScriptEngine::run() {
qCDebug(scriptengine) << qCDebug(scriptengine) <<
"Frame:" << thisFrame << "Frame:" << thisFrame <<
"Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() << "Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() <<
"Avg Updates (us):" << avgerageUpdate.count() << "Avg Updates (us):" << averageUpdate.count() <<
"FPS:" << fps; "FPS:" << fps;
} }
} }

View file

@ -38,6 +38,15 @@ var BUMPER_ON_VALUE = 0.5;
var THUMB_ON_VALUE = 0.5; var THUMB_ON_VALUE = 0.5;
var HAPTIC_PULSE_STRENGTH = 1.0;
var HAPTIC_PULSE_DURATION = 13.0;
var HAPTIC_TEXTURE_STRENGTH = 0.1;
var HAPTIC_TEXTURE_DURATION = 3.0;
var HAPTIC_TEXTURE_DISTANCE = 0.002;
var HAPTIC_DEQUIP_STRENGTH = 0.75;
var HAPTIC_DEQUIP_DURATION = 50.0;
var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move. var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
var PICK_WITH_HAND_RAY = true; var PICK_WITH_HAND_RAY = true;
@ -934,7 +943,7 @@ function MyController(hand) {
entityPropertiesCache.addEntities(candidateEntities); entityPropertiesCache.addEntities(candidateEntities);
var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateEntities); var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateEntities);
if (!this.waitForTriggerRelease) { if (!this.waitForTriggerRelease) {
this.updateEquipHaptics(potentialEquipHotspot); this.updateEquipHaptics(potentialEquipHotspot, this.getHandPosition());
} }
var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS); var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
@ -948,11 +957,15 @@ function MyController(hand) {
this.prevPotentialEquipHotspot = null; this.prevPotentialEquipHotspot = null;
}; };
this.updateEquipHaptics = function(potentialEquipHotspot) { this.updateEquipHaptics = function(potentialEquipHotspot, currentLocation) {
if (potentialEquipHotspot && !this.prevPotentialEquipHotspot || if (potentialEquipHotspot && !this.prevPotentialEquipHotspot ||
!potentialEquipHotspot && this.prevPotentialEquipHotspot) { !potentialEquipHotspot && this.prevPotentialEquipHotspot) {
Controller.triggerShortHapticPulse(0.5, this.hand); Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
} this.lastHapticPulseLocation = currentLocation;
} else if (potentialEquipHotspot && Vec3.distance(this.lastHapticPulseLocation, currentLocation) > HAPTIC_TEXTURE_DISTANCE) {
Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
this.lastHapticPulseLocation = currentLocation;
}
this.prevPotentialEquipHotspot = potentialEquipHotspot; this.prevPotentialEquipHotspot = potentialEquipHotspot;
}; };
@ -1337,7 +1350,7 @@ function MyController(hand) {
} }
} }
this.updateEquipHaptics(potentialEquipHotspot); this.updateEquipHaptics(potentialEquipHotspot, handPosition);
var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS); var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
equipHotspotBuddy.updateHotspots(nearEquipHotspots, timestamp); equipHotspotBuddy.updateHotspots(nearEquipHotspots, timestamp);
@ -1422,13 +1435,16 @@ function MyController(hand) {
this.callEntityMethodOnGrabbed("startDistanceGrab"); this.callEntityMethodOnGrabbed("startDistanceGrab");
} }
Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
this.turnOffVisualizations(); this.turnOffVisualizations();
this.previousRoomControllerPosition = roomControllerPosition; this.previousRoomControllerPosition = roomControllerPosition;
}; };
this.distanceHolding = function(deltaTime, timestamp) { this.distanceHolding = function(deltaTime, timestamp) {
if (this.triggerSmoothedReleased()) {
if (!this.triggerClicked) {
this.callEntityMethodOnGrabbed("releaseGrab"); this.callEntityMethodOnGrabbed("releaseGrab");
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
@ -1611,7 +1627,7 @@ function MyController(hand) {
if (handIsUpsideDown != this.prevHandIsUpsideDown) { if (handIsUpsideDown != this.prevHandIsUpsideDown) {
this.prevHandIsUpsideDown = handIsUpsideDown; this.prevHandIsUpsideDown = handIsUpsideDown;
Controller.triggerShortHapticPulse(0.5, this.hand); Controller.triggerHapticPulse(HAPTIC_DEQUIP_STRENGTH, HAPTIC_DEQUIP_DURATION, this.hand);
} }
return handIsUpsideDown; return handIsUpsideDown;
@ -1625,7 +1641,7 @@ function MyController(hand) {
this.dropGestureReset(); this.dropGestureReset();
this.clearEquipHaptics(); this.clearEquipHaptics();
Controller.triggerShortHapticPulse(1.0, this.hand); Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
if (this.entityActivated) { if (this.entityActivated) {
var saveGrabbedID = this.grabbedEntity; var saveGrabbedID = this.grabbedEntity;
@ -1746,7 +1762,7 @@ function MyController(hand) {
this.nearGrabbing = function(deltaTime, timestamp) { this.nearGrabbing = function(deltaTime, timestamp) {
if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) { if (this.state == STATE_NEAR_GRABBING && !this.triggerClicked) {
this.callEntityMethodOnGrabbed("releaseGrab"); this.callEntityMethodOnGrabbed("releaseGrab");
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
@ -1950,6 +1966,9 @@ function MyController(hand) {
var noVelocity = false; var noVelocity = false;
if (this.grabbedEntity !== null) { if (this.grabbedEntity !== null) {
// Make a small release haptic pulse if we really were holding something
Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
// If this looks like the release after adjusting something still held in the other hand, print the position // If this looks like the release after adjusting something still held in the other hand, print the position
// and rotation of the held thing to help content creators set the userData. // and rotation of the held thing to help content creators set the userData.
var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, {}); var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, {});