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upon release, set velocity after returning entity to being dynamic
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1 changed files with 6 additions and 3 deletions
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@ -588,7 +588,8 @@ function MyController(hand, triggerAction) {
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relativePosition: this.offsetPosition,
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relativeRotation: this.offsetRotation,
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ttl: ACTION_TTL,
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kinematic: NEAR_GRABBING_KINEMATIC
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kinematic: NEAR_GRABBING_KINEMATIC,
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kinematicSetVelocity: true
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});
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if (this.actionID === NULL_ACTION_ID) {
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this.actionID = null;
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@ -641,7 +642,8 @@ function MyController(hand, triggerAction) {
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relativePosition: this.offsetPosition,
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relativeRotation: this.offsetRotation,
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ttl: ACTION_TTL,
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kinematic: NEAR_GRABBING_KINEMATIC
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kinematic: NEAR_GRABBING_KINEMATIC,
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kinematicSetVelocity: true
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});
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this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
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}
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@ -810,12 +812,13 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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}
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this.deactivateEntity(this.grabbedEntity);
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// the action will tend to quickly bring an object's velocity to zero. now that
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// the action is gone, set the objects velocity to something the holder might expect.
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Entities.editEntity(this.grabbedEntity, {
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velocity: this.grabbedVelocity
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});
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this.deactivateEntity(this.grabbedEntity);
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this.grabbedVelocity = ZERO_VEC;
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this.grabbedEntity = null;
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