don't do a lot of processing during the mouse-move event handler

This commit is contained in:
Seth Alves 2017-07-05 11:27:13 -07:00
parent 1bcfe1eaba
commit ab340530b8

View file

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