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1 changed files with 11 additions and 13 deletions
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@ -11,10 +11,9 @@
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//
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(function() { // BEGIN LOCAL_SCOPE
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const version = 0.1;
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const label = "makeUserConnection";
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const MAX_AVATAR_DISTANCE = 0.2;
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const GRIP_MIN = 0.05;
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const MAX_AVATAR_DISTANCE = 0.2; // m
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const GRIP_MIN = 0.05; // goes from 0-1, so 5% pressed is pressed
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const MESSAGE_CHANNEL = "io.highfidelity.makeUserConnection";
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const STATES = {
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inactive : 0,
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@ -27,14 +26,14 @@ const WAITING_INTERVAL = 100; // ms
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const CONNECTING_INTERVAL = 100; // ms
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const MAKING_CONNECTION_TIMEOUT = 800; // ms
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const CONNECTING_TIME = 1600; // ms
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const PARTICLE_RADIUS = 0.15;
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const PARTICLE_RADIUS = 0.15; // m
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const PARTICLE_ANGLE_INCREMENT = 360/45; // 1hz
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const HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/4beat_sweep.wav";
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const SUCCESSFUL_HANDSHAKE_SOUND_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/davidkelly/production/audio/3rdbeat_success_bell.wav";
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const HAPTIC_DATA = {
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initial: { duration: 20, strength: 0.6},
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background: { duration: 100, strength: 0.3 },
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success: { duration: 60, strength: 1.0}
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initial: { duration: 20, strength: 0.6}, // duration is in ms
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background: { duration: 100, strength: 0.3 }, // duration is in ms
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success: { duration: 60, strength: 1.0} // duration is in ms
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};
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const PARTICLE_EFFECT_PROPS = {
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"alpha": 0.8,
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@ -115,9 +114,8 @@ var successfulHandshakeSound;
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function debug() {
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var stateString = "<" + STATE_STRINGS[state] + ">";
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var versionString = "v" + version;
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var connecting = "[" + connectingId + "/" + connectingHand + "]";
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print.apply(null, [].concat.apply([label, versionString, stateString, JSON.stringify(waitingList), connecting], [].map.call(arguments, JSON.stringify)));
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print.apply(null, [].concat.apply([label, stateString, JSON.stringify(waitingList), connecting], [].map.call(arguments, JSON.stringify)));
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}
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function handToString(hand) {
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@ -126,6 +124,7 @@ function handToString(hand) {
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} else if (hand === Controller.Standard.LeftHand) {
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return "LeftHand";
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}
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debug("handToString called without valid hand!");
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return "";
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}
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@ -145,6 +144,7 @@ function handToHaptic(hand) {
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} else if (hand === Controller.Standard.LeftHand) {
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return 0;
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}
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debug("handToHaptic called without a valid hand!");
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return -1;
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}
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@ -261,7 +261,7 @@ function updateVisualization() {
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break;
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case STATES.connecting:
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var particleProps = {};
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// put the position between the 2 hands, if we have a ingId. This
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// put the position between the 2 hands, if we have a connectingId. This
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// helps define the plane in which the particles move.
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positionFractionallyTowards(myHandPosition, otherHand, 0.5);
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// now manage the rest of the entity
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@ -451,8 +451,6 @@ function lookForWaitingAvatar() {
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waitingInterval = Script.setInterval(function () {
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if (state == STATES.waiting && !connectingId) {
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// find the closest in-range avatar, and send connection request
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// TODO: this is same code as in startHandshake - get this
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// cleaned up.
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var nearestAvatar = findNearestWaitingAvatar();
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if (nearestAvatar.avatar) {
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connectingId = nearestAvatar.avatar;
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@ -519,7 +517,7 @@ function startConnecting(id, hand) {
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handshakeInjector.restart();
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}
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// send message that we are ing them
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// send message that we are connecting with them
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messageSend({
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key: "connecting",
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id: id,
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