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split the grab script's deactivation on an entity into two parts -- one that happens during release and a delayed part which finishes up. This makes collisions with a thrower's capsule less likely
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1abd49c167
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1999193907
1 changed files with 45 additions and 20 deletions
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@ -181,9 +181,9 @@ 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 delayedDeactivateFunc;
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var delayedDeactivateTimeout;
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var delayedDeactivateEntityID;
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var CONTROLLER_STATE_MACHINE = {};
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@ -2064,15 +2064,15 @@ 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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if (delayedDeactivateTimeout && delayedDeactivateEntityID == 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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Script.clearTimeout(delayedDeactivateTimeout);
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delayedDeactivateTimeout = null;
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grabbedProperties["collidesWith"] = delayedDeactivateFunc();
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}
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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@ -2142,7 +2142,27 @@ function MyController(hand) {
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});
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};
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this.deactivateEntity = function (entityID, noVelocity) {
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this.delayedDeactivateEntity = function (entityID, collidesWith) {
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// If, before the grab started, the held entity collided with myAvatar, we do the deactivation in
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// two parts. Most of it is done in deactivateEntity(), but the final collidesWith and refcount
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// are delayed a bit. This keeps thrown things from colliding with the avatar's capsule so often.
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// The refcount is handled in this delayed fashion so things don't get confused if someone else
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// grabs the entity before the timeout fires.
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Entities.editEntity(entityID, { collidesWith: collidesWith });
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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data = null;
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}
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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this.deactivateEntity = function (entityID, noVelocity, delayed) {
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var deactiveProps;
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if (!this.entityActivated) {
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@ -2151,12 +2171,13 @@ function MyController(hand) {
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this.entityActivated = false;
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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var doDelayedDeactivate = false;
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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if (data["refCount"] < 1) {
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deactiveProps = {
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gravity: data["gravity"],
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// don't set collidesWith back right away, because thrown things tend to bounce off the
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// don't set collidesWith myAvatar back right away, because thrown things tend to bounce off the
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// avatar's capsule.
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collidesWith: removeMyAvatarFromCollidesWith(data["collidesWith"]),
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collisionless: data["collisionless"],
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@ -2165,17 +2186,20 @@ function MyController(hand) {
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parentJointIndex: data["parentJointIndex"]
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};
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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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doDelayedDeactivate = (data["collidesWith"].indexOf("myAvatar") >= 0);
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if (doDelayedDeactivate) {
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var delayedCollidesWith = data["collidesWith"];
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var delayedEntityID = entityID;
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delayedDeactivateFunc = 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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delayedDeactivateTimeout = null;
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_this.delayedDeactivateEntity(delayedEntityID, delayedCollidesWith);
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return delayedCollidesWith;
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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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delayedDeactivateTimeout =
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Script.setTimeout(delayedDeactivateFunc, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY * MSECS_PER_SEC);
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delayedDeactivateEntityID = 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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@ -2220,7 +2244,6 @@ function MyController(hand) {
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// angularVelocity: this.currentAngularVelocity
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});
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}
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data = null;
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} else if (this.shouldResetParentOnRelease) {
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// we parent-grabbed this from another parent grab. try to put it back where we found it.
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@ -2239,7 +2262,9 @@ function MyController(hand) {
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} else {
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data = null;
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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if (!doDelayedDeactivate) {
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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}
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};
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this.getOtherHandController = function () {
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