From ed9907ce66a2832cddac36f66f106778811b0f39 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Mon, 12 Oct 2015 16:23:12 -0700 Subject: [PATCH 1/2] do avatar simulation before physics simulation so that physics actions can update based on avatar --- interface/src/Application.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 9e9830d977..739fefbc7f 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2761,6 +2761,8 @@ void Application::update(float deltaTime) { updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process... updateDialogs(deltaTime); // update various stats dialogs if present + _avatarUpdate->synchronousProcess(); + { PerformanceTimer perfTimer("physics"); myAvatar->relayDriveKeysToCharacterController(); @@ -2822,8 +2824,6 @@ void Application::update(float deltaTime) { _overlays.update(deltaTime); } - _avatarUpdate->synchronousProcess(); - // Update _viewFrustum with latest camera and view frustum data... // NOTE: we get this from the view frustum, to make it simpler, since the // loadViewFrumstum() method will get the correct details from the camera From f0ce698d78042e0b5313264fc1d152d64d274f52 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Mon, 12 Oct 2015 16:57:20 -0700 Subject: [PATCH 2/2] switch back to springy grab --- examples/controllers/handControllerGrab.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/examples/controllers/handControllerGrab.js b/examples/controllers/handControllerGrab.js index 05dfc8e5d5..f4bc7496da 100644 --- a/examples/controllers/handControllerGrab.js +++ b/examples/controllers/handControllerGrab.js @@ -480,7 +480,7 @@ function MyController(hand, triggerAction) { var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset); this.actionID = NULL_ACTION_ID; - this.actionID = Entities.addAction("kinematic-hold", this.grabbedEntity, { + this.actionID = Entities.addAction("hold", this.grabbedEntity, { hand: this.hand === RIGHT_HAND ? "right" : "left", timeScale: NEAR_GRABBING_ACTION_TIMEFRAME, relativePosition: offsetPosition,