diff --git a/interface/src/avatar/AvatarActionKinematicHold.cpp b/interface/src/avatar/AvatarActionKinematicHold.cpp index e890d8cbd8..21f2989299 100644 --- a/interface/src/avatar/AvatarActionKinematicHold.cpp +++ b/interface/src/avatar/AvatarActionKinematicHold.cpp @@ -26,7 +26,7 @@ AvatarActionKinematicHold::AvatarActionKinematicHold(const QUuid& id, EntityItem _previousPositionalTarget(Vectors::ZERO), _previousRotationalTarget(Quaternions::IDENTITY) { - _type = ACTION_TYPE_HOLD; + _type = ACTION_TYPE_KINEMATIC_HOLD; #if WANT_DEBUG qDebug() << "AvatarActionKinematicHold::AvatarActionKinematicHold"; #endif @@ -95,12 +95,6 @@ void AvatarActionKinematicHold::updateActionWorker(float deltaTimeStep) { if (_previousSet) { glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep; rigidBody->setLinearVelocity(glmToBullet(positionalVelocity)); - - glm::quat rotationalDelta = glm::inverse(_previousRotationalTarget) * _rotationalTarget; - glm::vec3 rotationalDeltaAxis = glm::axis(rotationalDelta); - float rotationalDeltaAngle = glm::angle(rotationalDelta); - glm::vec3 rotationalVelocity = glm::normalize(rotationalDeltaAxis) * rotationalDeltaAngle / deltaTimeStep; - rigidBody->setAngularVelocity(glmToBullet(rotationalVelocity)); } _previousPositionalTarget = _positionalTarget; _previousRotationalTarget = _rotationalTarget; @@ -123,21 +117,21 @@ bool AvatarActionKinematicHold::updateArguments(QVariantMap arguments) { } bool ok = true; glm::vec3 relativePosition = - EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", ok, false); + EntityActionInterface::extractVec3Argument("kinematic-hold", arguments, "relativePosition", ok, false); if (!ok) { relativePosition = _relativePosition; } ok = true; glm::quat relativeRotation = - EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", ok, false); + EntityActionInterface::extractQuatArgument("kinematic-hold", arguments, "relativeRotation", ok, false); if (!ok) { relativeRotation = _relativeRotation; } ok = true; QString hand = - EntityActionInterface::extractStringArgument("hold", arguments, "hand", ok, false); + EntityActionInterface::extractStringArgument("kinematic-hold", arguments, "hand", ok, false); if (!ok || !(hand == "left" || hand == "right")) { hand = _hand; }