wait a bit before resetting collides-with-my-avatar

This commit is contained in:
Seth Alves 2016-07-11 18:53:47 -07:00
parent 84c5bef487
commit 367c26a5ee

View file

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