Initial pass at fix looks promising

This commit is contained in:
Zach Fox 2017-04-07 16:51:20 -07:00
parent d8581c1026
commit 6ddd7a612c
4 changed files with 21 additions and 9 deletions

View file

@ -583,7 +583,7 @@ Item {
// Function body by Howard Stearns 2017-01-08
function goToUserInDomain(avatarUuid) {
var avatar = AvatarList.getAvatar(avatarUuid);
var avatar = AvatarList.getAvatarCopy(avatarUuid);
if (!avatar) {
console.log("This avatar is no longer present. goToUserInDomain() failed.");
return;

View file

@ -35,6 +35,17 @@ AvatarData* AvatarHashMap::getAvatar(QUuid avatarID) {
return getAvatarBySessionID(avatarID).get();
}
AvatarData* AvatarHashMap::getAvatarCopy(QUuid avatarID) {
AvatarData* avatarDataOriginal = getAvatarBySessionID(avatarID).get();
AvatarData* avatarDataCopy = new AvatarData();
avatarDataCopy->setSessionUUID(avatarDataOriginal->getSessionUUID());
avatarDataCopy->setSessionDisplayName(avatarDataOriginal->getSessionDisplayName());
avatarDataCopy->setPosition(avatarDataOriginal->getPosition());
//avatarDataCopy->setAudioLoudness(avatarDataOriginal->getAudioLoudness());
//avatarDataCopy->setAudioAverageLoudness(avatarDataOriginal->getAudioAverageLoudness());
return avatarDataCopy;
}
bool AvatarHashMap::isAvatarInRange(const glm::vec3& position, const float range) {
auto hashCopy = getHashCopy();
foreach(const AvatarSharedPointer& sharedAvatar, hashCopy) {

View file

@ -38,6 +38,7 @@ public:
// Currently, your own avatar will be included as the null avatar id.
Q_INVOKABLE QVector<QUuid> getAvatarIdentifiers();
Q_INVOKABLE AvatarData* getAvatar(QUuid avatarID);
Q_INVOKABLE AvatarData* getAvatarCopy(QUuid avatarID);
virtual AvatarSharedPointer getAvatarBySessionID(const QUuid& sessionID) const { return findAvatar(sessionID); }
int numberOfAvatarsInRange(const glm::vec3& position, float rangeMeters);

View file

@ -487,7 +487,7 @@ function populateNearbyUserList(selectData, oldAudioData) {
horizontalAngleNormal = filter && Quat.getUp(orientation);
avatarsOfInterest = {};
avatars.forEach(function (id) {
var avatar = AvatarList.getAvatar(id);
var avatar = AvatarList.getAvatarCopy(id);
var name = avatar.sessionDisplayName;
if (!name) {
// Either we got a data packet but no identity yet, or something is really messed up. In any case,
@ -561,7 +561,7 @@ function updateOverlays() {
if (!id || !avatarsOfInterest[id]) {
return; // don't update ourself, or avatars we're not interested in
}
var avatar = AvatarList.getAvatar(id);
var avatar = AvatarList.getAvatarCopy(id);
if (!avatar) {
return; // will be deleted below if there had been an overlay.
}
@ -574,10 +574,10 @@ function updateOverlays() {
var distance = Vec3.distance(target, eye);
var offset = 0.2;
var diff = Vec3.subtract(target, eye); // get diff between target and eye (a vector pointing to the eye from avatar position)
var headIndex = avatar.getJointIndex("Head"); // base offset on 1/2 distance from hips to head if we can
if (headIndex > 0) {
offset = avatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y / 2;
}
//var headIndex = avatar.getJointIndex("Head"); // base offset on 1/2 distance from hips to head if we can
//if (headIndex > 0) {
// offset = avatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y / 2;
//}
// move a bit in front, towards the camera
target = Vec3.subtract(target, Vec3.multiply(Vec3.normalize(diff), offset));
@ -843,14 +843,14 @@ function getAudioLevel(id) {
// the VU meter should work similarly to the one in AvatarInputs: log scale, exponentially averaged
// But of course it gets the data at a different rate, so we tweak the averaging ratio and frequency
// of updating (the latter for efficiency too).
var avatar = AvatarList.getAvatar(id);
var avatar = AvatarList.getAvatarCopy(id);
var audioLevel = 0.0;
var avgAudioLevel = 0.0;
var data = id ? ExtendedOverlay.get(id) : myData;
if (data) {
// we will do exponential moving average by taking some the last loudness and averaging
data.accumulatedLevel = AVERAGING_RATIO * (data.accumulatedLevel || 0) + (1 - AVERAGING_RATIO) * (avatar.audioLoudness);
data.accumulatedLevel = 0;//AVERAGING_RATIO * (data.accumulatedLevel || 0) + (1 - AVERAGING_RATIO) * (avatar.audioLoudness);
// add 1 to insure we don't go log() and hit -infinity. Math.log is
// natural log, so to get log base 2, just divide by ln(2).