convert foreign handString to jointIndex once, not often

This commit is contained in:
Howard Stearns 2017-04-30 15:50:30 -07:00
parent bc9049cb42
commit e740fb67f4

View file

@ -104,7 +104,6 @@
var makingConnectionTimeout;
var animHandlerId;
var connectingId;
var connectingHandString;
var connectingHandJointIndex = -1;
var waitingList = {};
var particleEffect;
@ -119,7 +118,7 @@
function debug() {
var stateString = "<" + STATE_STRINGS[state] + ">";
var connecting = "[" + connectingId + "/" + connectingHandString + "]";
var connecting = "[" + connectingId + "/" + connectingHandJointIndex + "]";
print.apply(null, [].concat.apply([LABEL, stateString, JSON.stringify(waitingList), connecting],
[].map.call(arguments, JSON.stringify)));
}
@ -194,17 +193,6 @@
return "";
}
function stringToHand(hand) {
if (hand === "RightHand") {
return Controller.Standard.RightHand;
}
if (hand === "LeftHand") {
return Controller.Standard.LeftHand;
}
debug("stringToHand called with bad hand string:", hand);
return 0;
}
function handToHaptic(hand) {
if (hand === Controller.Standard.RightHand) {
return 1;
@ -236,10 +224,10 @@
// This returns the ideal hand joint index for the avatar.
// [handString]middle1 -> [handString]index1 -> [handString]
function getIdealHandJointIndex(avatar, hand) {
debug("get hand " + hand + " for avatar " + avatar.sessionUUID);
var suffixIndex, jointName, jointIndex, handString = handToString(hand);
for (suffixIndex = 0; suffixIndex < PREFERRER_HAND_JOINT_POSTFIX_ORDER.length; suffixIndex++) {
function getIdealHandJointIndex(avatar, handString) {
debug("get hand " + handString + " for avatar " + (avatar && avatar.sessionUUID));
var suffixIndex, jointName, jointIndex;
for (suffixIndex = 0; suffixIndex < (avatar ? PREFERRER_HAND_JOINT_POSTFIX_ORDER.length : 0); suffixIndex++) {
jointName = handString + PREFERRER_HAND_JOINT_POSTFIX_ORDER[suffixIndex];
jointIndex = avatar.getJointIndex(jointName);
if (jointIndex !== -1) {
@ -418,12 +406,11 @@
Object.keys(waitingList).forEach(function (identifier) {
var avatar = AvatarList.getAvatar(identifier);
if (avatar) {
var hand = stringToHand(waitingList[identifier]);
var handJointIndex = getIdealHandJointIndex(avatar, hand);
var handJointIndex = waitingList[identifier];
var distance = Vec3.distance(getHandPosition(avatar, handJointIndex), handPosition);
if (distance < minDistance) {
minDistance = distance;
nearestAvatar = {avatar: identifier, hand: hand, avatarObject: avatar};
nearestAvatar = {avatarId: identifier, jointIndex: handJointIndex};
}
}
});
@ -432,26 +419,25 @@
function messageSend(message) {
Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
}
function handStringMessageSend(message, handString) {
message[HAND_STRING_PROPERTY] = handString;
function handStringMessageSend(message) {
message[HAND_STRING_PROPERTY] = handToString(currentHand);
messageSend(message);
}
function setupCandidate() { // find the closest in-range avatar, send connection request, and return true. (Otherwise falsey)
var nearestAvatar = findNearestWaitingAvatar();
if (nearestAvatar.avatar) {
connectingId = nearestAvatar.avatar;
connectingHandString = handToString(nearestAvatar.hand);
if (nearestAvatar.avatarId) {
connectingId = nearestAvatar.avatarId;
connectingHandJointIndex = nearestAvatar.jointIndex;
debug("sending connectionRequest to", connectingId);
handStringMessageSend({
key: "connectionRequest",
id: connectingId
}, handToString(currentHand));
});
return true;
}
}
function clearConnecting() {
connectingId = undefined;
connectingHandString = undefined;
connectingHandJointIndex = -1;
}
@ -498,7 +484,7 @@
debug("sending waiting message");
handStringMessageSend({
key: "waiting",
}, handToString(currentHand));
});
lookForWaitingAvatar();
}
}
@ -537,7 +523,7 @@
return;
}
currentHand = hand;
currentHandJointIndex = getIdealHandJointIndex(MyAvatar, currentHand); // Always, in case of changed skeleton.
currentHandJointIndex = getIdealHandJointIndex(MyAvatar, handToString(currentHand)); // Always, in case of changed skeleton.
// ok now, we are either initiating or quitting...
var isGripping = value > GRIP_MIN;
if (isGripping) {
@ -681,24 +667,20 @@
body: {'user_connection_request': requestBody}
}, handleConnectionResponseAndMaybeRepeat);
}
function getConnectingHandJointIndex() {
return AvatarList.getAvatarIdentifiers().indexOf(connectingId) !== -1 ? getIdealHandJointIndex(AvatarList.getAvatar(connectingId), stringToHand(connectingHandString)) : -1;
}
function setupConnecting(id, handString) {
function setupConnecting(id, jointIndex) {
connectingId = id;
connectingHandString = handString;
connectingHandJointIndex = getConnectingHandJointIndex();
connectingHandJointIndex = jointIndex;
}
// we change states, start the connectionInterval where we check
// to be sure the hand is still close enough. If not, we terminate
// the interval, go back to the waiting state. If we make it
// the entire CONNECTING_TIME, we make the connection.
function startConnecting(id, handString) {
function startConnecting(id, jointIndex) {
var count = 0;
debug("connecting", id, "hand", handString);
debug("connecting", id, "hand", jointIndex);
// do we need to do this?
setupConnecting(id, handString);
setupConnecting(id, jointIndex);
state = STATES.CONNECTING;
// play sound
@ -716,7 +698,7 @@
handStringMessageSend({
key: "connecting",
id: id
}, handToString(currentHand));
});
Controller.triggerHapticPulse(HAPTIC_DATA.initial.strength, HAPTIC_DATA.initial.duration, handToHaptic(currentHand));
connectingInterval = Script.setInterval(function () {
@ -760,13 +742,16 @@
| ---------- (done) ---------> |
*/
function messageHandler(channel, messageString, senderID) {
var message = {};
function exisitingOrSearchedJointIndex() { // If this is a new connectingId, we'll need to find the jointIndex
return connectingId ? connectingHandJointIndex : getIdealHandJointIndex(AvatarList.getAvatar(senderID), message[HAND_STRING_PROPERTY]);
}
if (channel !== MESSAGE_CHANNEL) {
return;
}
if (MyAvatar.sessionUUID === senderID) { // ignore my own
return;
}
var message = {};
try {
message = JSON.parse(messageString);
} catch (e) {
@ -774,20 +759,19 @@
}
switch (message.key) {
case "waiting":
// add this guy to waiting object. Any other message from this person will
// remove it from the list
waitingList[senderID] = message[HAND_STRING_PROPERTY];
// add this guy to waiting object. Any other message from this person will remove it from the list
waitingList[senderID] = getIdealHandJointIndex(AvatarList.getAvatar(senderID), message[HAND_STRING_PROPERTY]);
break;
case "connectionRequest":
delete waitingList[senderID];
if (state === STATES.WAITING && message.id === MyAvatar.sessionUUID && (!connectingId || connectingId === senderID)) {
// you were waiting for a connection request, so send the ack. Or, you and the other
// guy raced and both send connectionRequests. Handle that too
setupConnecting(senderID, message[HAND_STRING_PROPERTY]);
setupConnecting(senderID, exisitingOrSearchedJointIndex());
handStringMessageSend({
key: "connectionAck",
id: senderID,
}, handToString(currentHand));
});
} else if (state === STATES.WAITING && connectingId === senderID) {
// the person you are trying to connect sent a request to someone else. See the
// if statement above. So, don't cry, just start the handshake over again
@ -799,7 +783,7 @@
if (state === STATES.WAITING && (!connectingId || connectingId === senderID)) {
if (message.id === MyAvatar.sessionUUID) {
stopWaiting();
startConnecting(senderID, message[HAND_STRING_PROPERTY]);
startConnecting(senderID, exisitingOrSearchedJointIndex());
} else if (connectingId) {
// this is for someone else (we lost race in connectionRequest),
// so lets start over
@ -812,18 +796,13 @@
case "connecting":
delete waitingList[senderID];
if (state === STATES.WAITING && senderID === connectingId) {
// temporary logging
if (connectingHandString !== message[HAND_STRING_PROPERTY]) {
debug("connecting hand", connectingHandString, "not same as connecting hand in message", message[HAND_STRING_PROPERTY]);
}
connectingHandString = message[HAND_STRING_PROPERTY];
if (message.id !== MyAvatar.sessionUUID) {
// the person we were trying to connect is connecting to someone else
// so try again
startHandshake();
break;
}
startConnecting(senderID, connectingHandString);
startConnecting(senderID, connectingHandJointIndex);
}
break;
case "done":