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wait a bit before resetting collides-with-my-avatar
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1 changed files with 27 additions and 4 deletions
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@ -181,6 +181,10 @@ var COLLIDES_WITH_WHILE_MULTI_GRABBED = "dynamic";
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var HEART_BEAT_INTERVAL = 5 * MSECS_PER_SEC;
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var HEART_BEAT_TIMEOUT = 15 * MSECS_PER_SEC;
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var avCollideLater;
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var setCollidesLaterTimeout;
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var collideLaterID;
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var CONTROLLER_STATE_MACHINE = {};
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CONTROLLER_STATE_MACHINE[STATE_OFF] = {
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@ -2060,6 +2064,17 @@ function MyController(hand) {
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}
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this.entityActivated = true;
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if (setCollidesLaterTimeout && collideLaterID == entityID) {
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// we have a timeout waiting to set collisions with myAvatar back on (so that when something
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// is thrown it doesn't collide with the avatar's capsule the moment it's released). We've
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// regrabbed the entity before the timeout fired, so cancel the timeout, run the function now
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// and adjust the grabbedProperties. This will make the saved set of properties (the ones that
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// get re-instated after all the grabs have been released) be correct.
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Script.clearTimeout(setCollidesLaterTimeout);
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setCollidesLaterTimeout = null;
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grabbedProperties["collidesWith"] = avCollideLater();
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}
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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var now = Date.now();
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@ -2150,10 +2165,18 @@ function MyController(hand) {
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parentJointIndex: data["parentJointIndex"]
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};
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Script.setTimeout(function () {
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// set collidesWith back to original value a bit later than the rest
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Entities.editEntity(entityID, { collidesWith: data["collidesWith"] });
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}, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY);
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if (data["collidesWith"].indexOf("myAvatar") >= 0) {
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var javaScriptScopingIsBrokenData = data;
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avCollideLater = function () {
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// set collidesWith back to original value a bit later than the rest
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_this.setCollidesLaterTimeout = null;
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Entities.editEntity(entityID, { collidesWith: javaScriptScopingIsBrokenData["collidesWith"] });
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return javaScriptScopingIsBrokenData["collidesWith"];
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}
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setCollidesLaterTimeout =
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Script.setTimeout(avCollideLater, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY * MSECS_PER_SEC);
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collideLaterID = entityID;
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}
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// things that are held by parenting and dropped with no velocity will end up as "static" in bullet. If
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// it looks like the dropped thing should fall, give it a little velocity.
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