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don't do a lot of processing during the mouse-move event handler
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1 changed files with 30 additions and 5 deletions
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@ -14,7 +14,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/* global MyAvatar, Entities, Script, Camera, Vec3, Reticle, Overlays, getEntityCustomData, Messages, Quat, Controller */
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/* global MyAvatar, Entities, Script, Camera, Vec3, Reticle, Overlays, getEntityCustomData, Messages, Quat, Controller,
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isInEditMode, HMD */
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(function() { // BEGIN LOCAL_SCOPE
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@ -22,6 +23,8 @@
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Script.include("/~/system/libraries/utils.js");
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var MAX_SOLID_ANGLE = 0.01; // objects that appear smaller than this can't be grabbed
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var DELAY_FOR_30HZ = 33; // milliseconds
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var ZERO_VEC3 = {
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x: 0,
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y: 0,
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@ -46,7 +49,7 @@ var ACTION_TTL = 10; // seconds
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function getTag() {
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return "grab-" + MyAvatar.sessionUUID;
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}
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_UNITY_MASS = 1200; // The mass at which the distance holding action timeframe is unmodified
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var DISTANCE_HOLDING_UNITY_DISTANCE = 6; // The distance at which the distance holding action timeframe is unmodified
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@ -411,10 +414,15 @@ Grabber.prototype.pressEvent = function(event) {
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};
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Grabber.prototype.releaseEvent = function(event) {
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if (event.isLeftButton!==true ||event.isRightButton===true || event.isMiddleButton===true) {
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if (event.isLeftButton!==true || event.isRightButton===true || event.isMiddleButton===true) {
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return;
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}
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if (this.moveEventTimer) {
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Script.clearTimeout(this.moveEventTimer);
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this.moveEventTimer = null;
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}
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if (this.isGrabbing) {
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// this.deactivateEntity(this.entityID);
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this.isGrabbing = false;
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@ -440,11 +448,23 @@ Grabber.prototype.releaseEvent = function(event) {
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};
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Grabber.prototype.moveEvent = function(event) {
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// during the handling of the event, do as little as possible. We save the updated mouse position,
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// and start a timer to react to the change. If more changes arrive before the timer fires, only
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// the last update will be considered. This is done to avoid backing-up Qt's event queue.
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if (!this.isGrabbing) {
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return;
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}
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mouse.updateDrag(event);
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var _this = this;
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if (!this.moveEventTimer) {
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this.moveEventTimer = Script.setTimeout(function() {
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_this.moveEventProcess();
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} , DELAY_FOR_30HZ);
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}
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};
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Grabber.prototype.moveEventProcess = function() {
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// see if something added/restored gravity
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var entityProperties = Entities.getEntityProperties(this.entityID);
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if (!entityProperties || !entityProperties.gravity) {
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@ -489,7 +509,7 @@ Grabber.prototype.moveEvent = function(event) {
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} else {
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var newPointOnPlane;
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if (this.mode === "verticalCylinder") {
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// for this mode we recompute the plane based on current Camera
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var planeNormal = Quat.getForward(Camera.getOrientation());
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@ -505,7 +525,7 @@ Grabber.prototype.moveEvent = function(event) {
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};
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} else {
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newPointOnPlane = mouseIntersectionWithPlane(
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this.pointOnPlane, this.planeNormal, mouse.current, this.maxDistance);
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var relativePosition = Vec3.subtract(newPointOnPlane, cameraPosition);
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@ -538,6 +558,11 @@ Grabber.prototype.moveEvent = function(event) {
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} else {
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Entities.updateAction(this.entityID, this.actionID, actionArgs);
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}
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var _this = this;
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this.moveEventTimer = Script.setTimeout(function() {
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_this.moveEventProcess();
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}, DELAY_FOR_30HZ);
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};
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Grabber.prototype.keyReleaseEvent = function(event) {
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