increase action lifetime to be more forgiving of clock skew. remove code that makes avatar a ghost while holding something

This commit is contained in:
Seth Alves 2015-09-30 16:03:54 -07:00
parent b417abc3de
commit 4e057e5ada

View file

@ -66,6 +66,7 @@ var MSEC_PER_SEC = 1000.0;
// these control how long an abandoned pointer line will hang around
var startTime = Date.now();
var LIFETIME = 10;
var ACTION_LIFETIME = 120; // 2 minutes
// states for the state machine
var STATE_OFF = 0;
@ -81,16 +82,6 @@ var STATE_RELEASE = 8;
var GRAB_USER_DATA_KEY = "grabKey";
var GRABBABLE_DATA_KEY = "grabbableKey";
// HACK -- until we have collision groups, don't allow held object to collide with avatar
var AVATAR_COLLISIONS_MENU_ITEM = "Enable avatar collisions";
// HACK -- until we have collision groups, don't allow held object to collide with avatar
var initialAvatarCollisionsMenu = Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM);
var currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
var noCollisionsCount = 0; // how many hands want collisions disabled?
function getTag() {
return "grab-" + MyAvatar.sessionUUID;
}
@ -173,28 +164,6 @@ function MyController(hand, triggerAction) {
}
};
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions = function() {
noCollisionsCount += 1;
if (currentAvatarCollisionsMenu != false) {
currentAvatarCollisionsMenu = false;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, false);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions = function() {
noCollisionsCount -= 1;
if (noCollisionsCount < 1) {
if (currentAvatarCollisionsMenu != initialAvatarCollisionsMenu) {
currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, initialAvatarCollisionsMenu);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
}
this.lineOn = function(closePoint, farPoint, color) {
// draw a line
if (this.pointer === null) {
@ -327,9 +296,6 @@ function MyController(hand, triggerAction) {
this.distanceHolding = function() {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions();
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
@ -349,7 +315,7 @@ function MyController(hand, triggerAction) {
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
tag: getTag(),
lifetime: 5
lifetime: ACTION_LIFETIME
});
}
if (this.actionID === NULL_ACTION_ID) {
@ -374,9 +340,6 @@ function MyController(hand, triggerAction) {
this.continueDistanceHolding = function() {
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -451,19 +414,13 @@ function MyController(hand, triggerAction) {
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
lifetime: 5
lifetime: ACTION_LIFETIME
});
};
this.nearGrabbing = function() {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions();
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -492,7 +449,7 @@ function MyController(hand, triggerAction) {
relativePosition: offsetPosition,
relativeRotation: offsetRotation,
tag: getTag(),
lifetime: 5
lifetime: ACTION_LIFETIME
});
}
if (this.actionID === NULL_ACTION_ID) {
@ -515,9 +472,6 @@ function MyController(hand, triggerAction) {
this.continueNearGrabbing = function() {
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -540,7 +494,7 @@ function MyController(hand, triggerAction) {
this.currentObjectTime = now;
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: 5});
Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: ACTION_LIFETIME});
};
this.nearGrabbingNonColliding = function() {