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https://github.com/overte-org/overte.git
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remove code that remembers previous state in userData
This commit is contained in:
parent
fa803aebe9
commit
61f0c56a36
1 changed files with 28 additions and 348 deletions
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@ -12,7 +12,7 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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/* global setEntityCustomData, getEntityCustomData, flatten, Xform, Script, Quat, Vec3, MyAvatar, Entities, Overlays, Settings,
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/* global getEntityCustomData, flatten, Xform, Script, Quat, Vec3, MyAvatar, Entities, Overlays, Settings,
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Reticle, Controller, Camera, Messages, Mat4, getControllerWorldLocation, getGrabPointSphereOffset, setGrabCommunications,
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Menu */
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/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
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@ -27,7 +27,7 @@ Script.include("/~/system/libraries/controllers.js");
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// add lines where the hand ray picking is happening
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//
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var WANT_DEBUG = false;
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var WANT_DEBUG_STATE = false;
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var WANT_DEBUG_STATE = true;
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var WANT_DEBUG_SEARCH_NAME = null;
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var FORCE_IGNORE_IK = false;
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@ -41,8 +41,6 @@ var TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smo
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var TRIGGER_OFF_VALUE = 0.1;
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var TRIGGER_ON_VALUE = TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab
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var COLLIDE_WITH_AV_AFTER_RELEASE_DELAY = 0.25; // seconds
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var BUMPER_ON_VALUE = 0.5;
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var THUMB_ON_VALUE = 0.5;
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@ -175,7 +173,6 @@ var GRABBABLE_PROPERTIES = [
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];
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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var DEFAULT_GRABBABLE_DATA = {
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disableReleaseVelocity: false
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@ -188,6 +185,15 @@ var blacklist = [];
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var FORBIDDEN_GRAB_NAMES = ["Grab Debug Entity", "grab pointer"];
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var FORBIDDEN_GRAB_TYPES = ["Unknown", "Light", "PolyLine", "Zone"];
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var holdEnabled = true;
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var nearGrabEnabled = true;
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var farGrabEnabled = true;
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var myAvatarScalingEnabled = true;
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var objectScalingEnabled = true;
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var mostRecentSearchingHand = RIGHT_HAND;
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var DEFAULT_SPHERE_MODEL_URL = "http://hifi-content.s3.amazonaws.com/alan/dev/equip-Fresnel-3.fbx";
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var HARDWARE_MOUSE_ID = 0; // Value reserved for hardware mouse.
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// states for the state machine
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var STATE_OFF = 0;
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var STATE_SEARCHING = 1;
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@ -201,31 +207,8 @@ var STATE_ENTITY_LASER_TOUCHING = 8;
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var STATE_OVERLAY_STYLUS_TOUCHING = 9;
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var STATE_OVERLAY_LASER_TOUCHING = 10;
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var holdEnabled = true;
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var nearGrabEnabled = true;
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var farGrabEnabled = true;
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var myAvatarScalingEnabled = true;
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var objectScalingEnabled = true;
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// "collidesWith" is specified by comma-separated list of group names
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// the possible group names are: static, dynamic, kinematic, myAvatar, otherAvatar
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var COLLIDES_WITH_WHILE_GRABBED = "dynamic,otherAvatar";
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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 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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var mostRecentSearchingHand = RIGHT_HAND;
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var DEFAULT_SPHERE_MODEL_URL = "http://hifi-content.s3.amazonaws.com/alan/dev/equip-Fresnel-3.fbx";
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var HARDWARE_MOUSE_ID = 0; // Value reserved for hardware mouse.
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CONTROLLER_STATE_MACHINE[STATE_OFF] = {
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name: "off",
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enterMethod: "offEnter",
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@ -491,17 +474,6 @@ function storeAttachPointForHotspotInSettings(hotspot, hand, offsetPosition, off
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setAttachPointSettings(attachPointSettings);
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}
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function removeMyAvatarFromCollidesWith(origCollidesWith) {
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var collidesWithSplit = origCollidesWith.split(",");
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// remove myAvatar from the array
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for (var i = collidesWithSplit.length - 1; i >= 0; i--) {
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if (collidesWithSplit[i] === "myAvatar") {
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collidesWithSplit.splice(i, 1);
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}
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}
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return collidesWithSplit.join();
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}
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// If another script is managing the reticle (as is done by HandControllerPointer), we should not be setting it here,
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// and we should not be showing lasers when someone else is using the Reticle to indicate a 2D minor mode.
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var EXTERNALLY_MANAGED_2D_MINOR_MODE = true;
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@ -1271,11 +1243,6 @@ function MyController(hand) {
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this.prevPotentialEquipHotspot = potentialEquipHotspot;
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};
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this.heartBeatIsStale = function(data) {
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var now = Date.now();
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return data.heartBeat === undefined || now - data.heartBeat > HEART_BEAT_TIMEOUT;
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};
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// Performs ray pick test from the hand controller into the world
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// @param {number} which hand to use, RIGHT_HAND or LEFT_HAND
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// @returns {object} returns object with two keys entityID and distance
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@ -1391,14 +1358,13 @@ function MyController(hand) {
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this.hotspotIsEquippable = function(hotspot) {
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var props = entityPropertiesCache.getProps(hotspot.entityID);
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var grabProps = entityPropertiesCache.getGrabProps(hotspot.entityID);
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var debug = (WANT_DEBUG_SEARCH_NAME && props.name === WANT_DEBUG_SEARCH_NAME);
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var refCount = ("refCount" in grabProps) ? grabProps.refCount : 0;
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var okToEquipFromOtherHand = ((this.getOtherHandController().state == STATE_NEAR_GRABBING ||
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this.getOtherHandController().state == STATE_DISTANCE_HOLDING) &&
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this.getOtherHandController().grabbedEntity == hotspot.entityID);
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if (refCount > 0 && !this.heartBeatIsStale(grabProps) && !okToEquipFromOtherHand) {
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this.getOtherHandController().state == STATE_DISTANCE_HOLDING) &&
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this.getOtherHandController().grabbedEntity == hotspot.entityID);
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var hasParent = !(props.parentID === NULL_UUID);
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if ((hasParent || entityHasActions(hotspot.entityID)) && !okToEquipFromOtherHand) {
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if (debug) {
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print("equip is skipping '" + props.name + "': grabbed by someone else");
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}
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@ -1410,29 +1376,13 @@ function MyController(hand) {
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this.entityIsGrabbable = function(entityID) {
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var grabbableProps = entityPropertiesCache.getGrabbableProps(entityID);
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var grabProps = entityPropertiesCache.getGrabProps(entityID);
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var props = entityPropertiesCache.getProps(entityID);
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if (!props) {
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return false;
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}
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var physical = propsArePhysical(props);
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var grabbable = false;
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var debug = (WANT_DEBUG_SEARCH_NAME && props.name === WANT_DEBUG_SEARCH_NAME);
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var refCount = ("refCount" in grabProps) ? grabProps.refCount : 0;
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if (physical) {
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// physical things default to grabbable
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grabbable = true;
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} else {
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// non-physical things default to non-grabbable unless they are already grabbed
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if (refCount > 0) {
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grabbable = true;
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} else {
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grabbable = false;
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}
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}
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if (grabbableProps.hasOwnProperty("grabbable") && refCount === 0) {
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var grabbable = propsArePhysical(props);
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if (grabbableProps.hasOwnProperty("grabbable")) {
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grabbable = grabbableProps.grabbable;
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}
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@ -1640,17 +1590,6 @@ function MyController(hand) {
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} else {
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// If near something grabbable, grab it!
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if ((this.triggerSmoothedGrab() || this.secondarySqueezed()) && nearGrabEnabled) {
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var props = entityPropertiesCache.getProps(entity);
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var grabProps = entityPropertiesCache.getGrabProps(entity);
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var refCount = grabProps.refCount ? grabProps.refCount : 0;
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if (refCount >= 1) {
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// if another person is holding the object, remember to restore the
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// parent info, when we are finished grabbing it.
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this.shouldResetParentOnRelease = true;
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this.previousParentID = props.parentID;
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this.previousParentJointIndex = props.parentJointIndex;
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}
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this.setState(STATE_NEAR_GRABBING, "near grab '" + name + "'");
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return;
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} else {
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@ -2039,7 +1978,6 @@ function MyController(hand) {
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this.actionTimeout = now + (ACTION_TTL * MSECS_PER_SEC);
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if (this.actionID !== null) {
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this.activateEntity(this.grabbedEntity, grabbedProperties, false, true);
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this.callEntityMethodOnGrabbed("startDistanceGrab");
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}
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@ -2063,12 +2001,11 @@ function MyController(hand) {
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Entities.editEntity(this.grabbedEntity, { velocity: velocity });
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}
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this.release();
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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this.heartBeat(this.grabbedEntity);
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var controllerLocation = getControllerWorldLocation(this.handToController(), true);
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var worldControllerPosition = controllerLocation.position;
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var worldControllerRotation = controllerLocation.orientation;
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@ -2101,8 +2038,6 @@ function MyController(hand) {
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disableMoveWithHead: false
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};
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var handControllerData = getEntityCustomData('handControllerKey', this.grabbedEntity, defaultMoveWithHeadData);
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// Update radialVelocity
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var lastVelocity = Vec3.multiply(worldHandDelta, 1.0 / deltaObjectTime);
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var delta = Vec3.normalize(Vec3.subtract(grabbedProperties.position, worldControllerPosition));
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@ -2133,6 +2068,7 @@ function MyController(hand) {
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newTargetPosition = Vec3.sum(newTargetPosition, worldControllerPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, MyAvatar.position);
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var handControllerData = getEntityCustomData('handControllerKey', this.grabbedEntity, defaultMoveWithHeadData);
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if (handControllerData.disableMoveWithHead !== true) {
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// mix in head motion
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if (MOVE_WITH_HEAD) {
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@ -2280,12 +2216,10 @@ function MyController(hand) {
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}
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
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this.activateEntity(this.grabbedEntity, grabbedProperties, false, false);
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (FORCE_IGNORE_IK) {
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this.ignoreIK = true;
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} else {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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this.ignoreIK = (grabbableData.ignoreIK !== undefined) ? grabbableData.ignoreIK : true;
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}
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@ -2372,17 +2306,9 @@ function MyController(hand) {
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}
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Entities.editEntity(this.grabbedEntity, {
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velocity: {
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x: 0,
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y: 0,
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z: 0
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},
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angularVelocity: {
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x: 0,
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y: 0,
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z: 0
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},
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dynamic: false
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velocity: { x: 0, y: 0, z: 0 },
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angularVelocity: { x: 0, y: 0, z: 0 },
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// dynamic: false
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});
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if (this.state == STATE_NEAR_GRABBING) {
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@ -2408,6 +2334,7 @@ function MyController(hand) {
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if (this.state == STATE_NEAR_GRABBING && (!this.triggerClicked && this.secondaryReleased())) {
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.release();
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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@ -2425,8 +2352,8 @@ function MyController(hand) {
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// we have an equipped object and the secondary trigger was released
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// short-circuit the other checks and release it
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this.preparingHoldRelease = false;
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this.release();
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this.setState(STATE_OFF, "equipping ended via secondary press");
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return;
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}
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@ -2466,14 +2393,13 @@ function MyController(hand) {
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this.prevDropDetected = dropDetected;
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}
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this.heartBeat(this.grabbedEntity);
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var props = Entities.getEntityProperties(this.grabbedEntity, ["localPosition", "parentID",
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"position", "rotation", "dimensions",
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"registrationPoint"]);
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if (!props.position) {
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// server may have reset, taking our equipped entity with it. move back to "off" state
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.release();
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this.setState(STATE_OFF, "entity has no position property");
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return;
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}
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@ -2508,6 +2434,7 @@ function MyController(hand) {
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} else { // this.state == STATE_HOLD
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this.callEntityMethodOnGrabbed("releaseEquip");
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}
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this.release();
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this.setState(STATE_OFF, "held object too far away");
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return;
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}
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@ -2902,7 +2829,6 @@ function MyController(hand) {
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this.release = function() {
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this.turnOffVisualizations();
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var noVelocity = false;
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if (this.grabbedEntity !== null) {
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if (this.state === STATE_HOLD) {
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this.callEntityMethodOnGrabbed("releaseEquip");
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@ -2910,26 +2836,11 @@ function MyController(hand) {
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// Make a small release haptic pulse if we really were holding something
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Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
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// If this looks like the release after adjusting something still held in the other hand, print the position
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// and rotation of the held thing to help content creators set the userData.
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var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, {});
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this.printNewOffsets = (grabData.refCount > 1);
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if (this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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// sometimes we want things to stay right where they are when we let go.
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var releaseVelocityData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (releaseVelocityData.disableReleaseVelocity === true ||
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// this next line allowed both:
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// (1) far-grab, pull to self, near grab, then throw
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// (2) equip something physical and adjust it with a other-hand grab without the thing drifting
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grabData.refCount > 1) {
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noVelocity = true;
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}
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}
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this.deactivateEntity(this.grabbedEntity, noVelocity);
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Entities.editEntity(this.grabbedEntity, { parentID: NULL_UUID }); // XXX
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Messages.sendMessage('Hifi-Object-Manipulation', JSON.stringify({
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action: 'release',
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@ -2953,96 +2864,6 @@ function MyController(hand) {
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this.grabPointSphereOff();
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};
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this.heartBeat = function(entityID) {
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var now = Date.now();
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if (now - this.lastHeartBeat > HEART_BEAT_INTERVAL) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data.heartBeat = now;
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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this.lastHeartBeat = now;
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}
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};
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this.resetAbandonedGrab = function(entityID) {
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print("cleaning up abandoned grab on " + entityID);
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data.refCount = 1;
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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this.deactivateEntity(entityID, false);
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};
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this.activateEntity = function(entityID, grabbedProperties, wasLoaded, collideWithStatic) {
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this.autoUnequipCounter = 0;
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if (this.entityActivated) {
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return;
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}
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this.entityActivated = true;
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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(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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var now = Date.now();
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if (wasLoaded) {
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data.refCount = 1;
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} else {
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data.refCount = data.refCount ? data.refCount + 1 : 1;
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// zero gravity and set ignoreForCollisions in a way that lets us put them back, after all grabs are done
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if (data.refCount == 1) {
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data.heartBeat = now;
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this.lastHeartBeat = now;
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this.isInitialGrab = true;
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data.gravity = grabbedProperties.gravity;
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data.collidesWith = grabbedProperties.collidesWith;
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data.collisionless = grabbedProperties.collisionless;
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data.dynamic = grabbedProperties.dynamic;
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data.parentID = wasLoaded ? NULL_UUID : grabbedProperties.parentID;
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data.parentJointIndex = grabbedProperties.parentJointIndex;
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var whileHeldProperties = {
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gravity: { x: 0, y: 0, z: 0 },
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"collidesWith": collideWithStatic ?
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COLLIDES_WITH_WHILE_GRABBED + ",static" :
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COLLIDES_WITH_WHILE_GRABBED
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};
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Entities.editEntity(entityID, whileHeldProperties);
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} else if (data.refCount > 1) {
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if (this.heartBeatIsStale(data)) {
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// this entity has userData suggesting it is grabbed, but nobody is updating the hearbeat.
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// deactivate it before grabbing.
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this.resetAbandonedGrab(entityID);
|
||||
grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
|
||||
return this.activateEntity(entityID, grabbedProperties, wasLoaded, false);
|
||||
}
|
||||
|
||||
this.isInitialGrab = false;
|
||||
// if an object is being grabbed by more than one person (or the same person twice, but nevermind), switch
|
||||
// the collision groups so that it wont collide with "other" avatars. This avoids a situation where two
|
||||
// people are holding something and one of them will be able (if the other releases at the right time) to
|
||||
// bootstrap themselves with the held object. This happens because the meaning of "otherAvatar" in
|
||||
// the collision mask hinges on who the physics simulation owner is.
|
||||
Entities.editEntity(entityID, {
|
||||
// "collidesWith": removeAvatarsFromCollidesWith(grabbedProperties.collidesWith)
|
||||
collisionless: true
|
||||
});
|
||||
}
|
||||
}
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
||||
return data;
|
||||
};
|
||||
|
||||
this.checkForStrayChildren = function() {
|
||||
// sometimes things can get parented to a hand and this script is unaware. Search for such entities and
|
||||
// unhook them.
|
||||
|
@ -3060,147 +2881,6 @@ function MyController(hand) {
|
|||
});
|
||||
};
|
||||
|
||||
this.delayedDeactivateEntity = function(entityID, collidesWith) {
|
||||
// If, before the grab started, the held entity collided with myAvatar, we do the deactivation in
|
||||
// two parts. Most of it is done in deactivateEntity(), but the final collidesWith and refcount
|
||||
// are delayed a bit. This keeps thrown things from colliding with the avatar's capsule so often.
|
||||
// The refcount is handled in this delayed fashion so things don't get confused if someone else
|
||||
// grabs the entity before the timeout fires.
|
||||
Entities.editEntity(entityID, {
|
||||
collidesWith: collidesWith
|
||||
});
|
||||
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
|
||||
if (data && data.refCount) {
|
||||
data.refCount = data.refCount - 1;
|
||||
if (data.refCount < 1) {
|
||||
data = null;
|
||||
}
|
||||
} else {
|
||||
data = null;
|
||||
}
|
||||
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
||||
};
|
||||
|
||||
this.deactivateEntity = function(entityID, noVelocity, delayed) {
|
||||
var deactiveProps;
|
||||
|
||||
if (!this.entityActivated) {
|
||||
return;
|
||||
}
|
||||
this.entityActivated = false;
|
||||
|
||||
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
|
||||
var doDelayedDeactivate = false;
|
||||
if (data && data.refCount) {
|
||||
data.refCount = data.refCount - 1;
|
||||
if (data.refCount < 1) {
|
||||
deactiveProps = {
|
||||
gravity: data.gravity,
|
||||
// don't set collidesWith myAvatar back right away, because thrown things tend to bounce off the
|
||||
// avatar's capsule.
|
||||
collidesWith: removeMyAvatarFromCollidesWith(data.collidesWith),
|
||||
collisionless: data.collisionless,
|
||||
dynamic: data.dynamic,
|
||||
parentID: data.parentID,
|
||||
parentJointIndex: data.parentJointIndex
|
||||
};
|
||||
|
||||
doDelayedDeactivate = (data.collidesWith.indexOf("myAvatar") >= 0);
|
||||
|
||||
if (doDelayedDeactivate) {
|
||||
var delayedCollidesWith = data.collidesWith;
|
||||
var delayedEntityID = entityID;
|
||||
delayedDeactivateFunc = function() {
|
||||
// set collidesWith back to original value a bit later than the rest
|
||||
delayedDeactivateTimeout = null;
|
||||
_this.delayedDeactivateEntity(delayedEntityID, delayedCollidesWith);
|
||||
return delayedCollidesWith;
|
||||
};
|
||||
delayedDeactivateTimeout =
|
||||
Script.setTimeout(delayedDeactivateFunc, COLLIDE_WITH_AV_AFTER_RELEASE_DELAY * MSECS_PER_SEC);
|
||||
delayedDeactivateEntityID = 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.
|
||||
var props = Entities.getEntityProperties(entityID, ["parentID", "velocity", "dynamic", "shapeType"]);
|
||||
var parentID = props.parentID;
|
||||
|
||||
if (!noVelocity &&
|
||||
parentID == MyAvatar.sessionUUID &&
|
||||
Vec3.length(data.gravity) > 0.0 &&
|
||||
data.dynamic &&
|
||||
data.parentID == NULL_UUID &&
|
||||
!data.collisionless) {
|
||||
deactiveProps.velocity = this.currentVelocity;
|
||||
}
|
||||
if (noVelocity) {
|
||||
deactiveProps.velocity = {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
};
|
||||
deactiveProps.angularVelocity = {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
};
|
||||
}
|
||||
|
||||
Entities.editEntity(entityID, deactiveProps);
|
||||
data = null;
|
||||
} else if (this.shouldResetParentOnRelease) {
|
||||
// we parent-grabbed this from another parent grab. try to put it back where we found it.
|
||||
deactiveProps = {
|
||||
parentID: this.previousParentID,
|
||||
parentJointIndex: this.previousParentJointIndex,
|
||||
velocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
},
|
||||
angularVelocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}
|
||||
};
|
||||
Entities.editEntity(entityID, deactiveProps);
|
||||
|
||||
if (this.printNewOffsets) {
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["localPosition", "localRotation"]);
|
||||
if (grabbedProperties && grabbedProperties.localPosition && grabbedProperties.localRotation) {
|
||||
print((this.hand === RIGHT_HAND ? '"LeftHand"' : '"RightHand"') + ":" +
|
||||
'[{"x":' + grabbedProperties.localPosition.x + ', "y":' + grabbedProperties.localPosition.y +
|
||||
', "z":' + grabbedProperties.localPosition.z + '}, {"x":' + grabbedProperties.localRotation.x +
|
||||
', "y":' + grabbedProperties.localRotation.y + ', "z":' + grabbedProperties.localRotation.z +
|
||||
', "w":' + grabbedProperties.localRotation.w + '}]');
|
||||
}
|
||||
}
|
||||
} else if (noVelocity) {
|
||||
Entities.editEntity(entityID, {
|
||||
velocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
},
|
||||
angularVelocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
},
|
||||
dynamic: data.dynamic
|
||||
});
|
||||
}
|
||||
} else {
|
||||
data = null;
|
||||
}
|
||||
if (!doDelayedDeactivate) {
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
||||
}
|
||||
};
|
||||
|
||||
this.getOtherHandController = function() {
|
||||
return (this.hand === RIGHT_HAND) ? leftController : rightController;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue