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hold action works
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1c0c7f0fe3
commit
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8 changed files with 67 additions and 82 deletions
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@ -15,7 +15,7 @@
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#include "AvatarActionHold.h"
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AvatarActionHold::AvatarActionHold(QUuid id, EntityItemPointer ownerEntity) :
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ObjectAction(id, ownerEntity) {
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ObjectActionSpring(id, ownerEntity) {
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#if WANT_DEBUG
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qDebug() << "AvatarActionHold::AvatarActionHold";
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#endif
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@ -28,83 +28,57 @@ AvatarActionHold::~AvatarActionHold() {
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}
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void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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// handle the linear part
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if (_linearOffsetSet) {
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}
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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glm::vec3 palmPosition = myAvatar->getRightPalmPosition();
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glm::vec3 position = getPosition();
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glm::vec3 positionalTarget = palmPosition + _linearOffset;
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glm::vec3 offset = positionalTarget - position;
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float offsetLength = glm::length(offset);
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float speed = offsetLength / _timeScale;
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auto rotation = myAvatar->getWorldAlignedOrientation();
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auto offset = rotation * _relativePosition;
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auto position = palmPosition + offset;
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rotation *= _relativeRotation;
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if (offsetLength > IGNORE_POSITION_DELTA) {
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glm::vec3 newVelocity = glm::normalize(offset) * speed;
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setLinearVelocity(newVelocity);
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} else {
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setLinearVelocity(glm::vec3(0.0f));
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}
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lockForWrite();
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_positionalTarget = position;
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_rotationalTarget = rotation;
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unlock();
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// handle rotation
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if (_angularOffsetSet) {
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glm::quat bodyRotation = getRotation();
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// if qZero and qOne are too close to each other, we can get NaN for angle.
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auto alignmentDot = glm::dot(bodyRotation, _angularOffset);
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const float almostOne = 0.99999;
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if (glm::abs(alignmentDot) < almostOne) {
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glm::quat target = _angularOffset;
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if (alignmentDot < 0) {
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target = -target;
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}
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glm::quat qZeroInverse = glm::inverse(bodyRotation);
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glm::quat deltaQ = target * qZeroInverse;
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glm::vec3 axis = glm::axis(deltaQ);
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float angle = glm::angle(deltaQ);
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if (isNaN(angle)) {
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qDebug() << "AvatarActionHold::updateAction angle =" << angle
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<< "body-rotation =" << bodyRotation.x << bodyRotation.y << bodyRotation.z << bodyRotation.w
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<< "target-rotation ="
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<< target.x << target.y << target.z<< target.w;
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}
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assert(!isNaN(angle));
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glm::vec3 newAngularVelocity = (angle / _timeScale) * glm::normalize(axis);
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setAngularVelocity(newAngularVelocity);
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} else {
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setAngularVelocity(glm::vec3(0.0f));
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}
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}
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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bool AvatarActionHold::updateArguments(QVariantMap arguments) {
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// targets are required, spring-constants are optional
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bool ptOk = true;
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glm::vec3 linearOffset =
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EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
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bool rtOk = true;
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glm::quat angularOffset =
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EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
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bool rPOk = true;
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glm::vec3 relativePosition =
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EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false);
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bool rROk = true;
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glm::quat relativeRotation =
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EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false);
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bool tSOk = true;
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float timeScale =
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EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false);
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lockForWrite();
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_linearOffsetSet = _angularOffsetSet = false;
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if (ptOk) {
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_linearOffset = linearOffset;
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_linearOffsetSet = true;
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if (rPOk) {
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_relativePosition = relativePosition;
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} else {
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_relativePosition = glm::vec3(0.0f, 0.0f, 1.0f);
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}
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if (rtOk) {
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_angularOffset = angularOffset;
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_angularOffsetSet = true;
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if (rROk) {
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_relativeRotation = relativeRotation;
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} else {
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_relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
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}
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if (tSOk) {
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_linearTimeScale = timeScale;
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_angularTimeScale = timeScale;
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} else {
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_linearTimeScale = 0.2;
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_angularTimeScale = 0.2;
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}
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_positionalTargetSet = true;
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_rotationalTargetSet = true;
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_active = true;
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unlock();
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return true;
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@ -15,9 +15,9 @@
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#include <QUuid>
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#include <EntityItem.h>
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#include <ObjectAction.h>
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#include <ObjectActionSpring.h>
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class AvatarActionHold : public ObjectAction {
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class AvatarActionHold : public ObjectActionSpring {
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public:
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AvatarActionHold(QUuid id, EntityItemPointer ownerEntity);
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virtual ~AvatarActionHold();
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@ -26,14 +26,8 @@ public:
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virtual void updateActionWorker(float deltaTimeStep);
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private:
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glm::vec3 _linearOffset;
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bool _linearOffsetSet;
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glm::quat _angularOffset;
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bool _angularOffsetSet;
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float _timeScale = 0.01;
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glm::vec3 _relativePosition;
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glm::quat _relativeRotation;
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};
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#endif // hifi_AvatarActionHold_h
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@ -25,6 +25,9 @@ EntityActionType EntityActionInterface::actionTypeFromString(QString actionTypeS
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if (normalizedActionTypeString == "spring") {
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return ACTION_TYPE_SPRING;
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}
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if (normalizedActionTypeString == "hold") {
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return ACTION_TYPE_HOLD;
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}
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qDebug() << "Warning -- EntityActionInterface::actionTypeFromString got unknown action-type name" << actionTypeString;
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return ACTION_TYPE_NONE;
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@ -31,14 +31,7 @@ void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar delta
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qDebug() << "ObjectActionPullToPoint::updateAction no owner entity";
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return;
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}
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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return;
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}
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updateActionWorker(deltaTimeStep);
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unlock();
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}
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void ObjectAction::debugDraw(btIDebugDraw* debugDrawer) {
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@ -47,7 +47,7 @@ private:
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QReadWriteLock _lock;
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protected:
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btRigidBody* getRigidBody();
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virtual btRigidBody* getRigidBody();
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virtual glm::vec3 getPosition();
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virtual void setPosition(glm::vec3 position);
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virtual glm::quat getRotation();
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@ -25,13 +25,20 @@ ObjectActionPullToPoint::~ObjectActionPullToPoint() {
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}
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void ObjectActionPullToPoint::updateActionWorker(btScalar deltaTimeStep) {
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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return;
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}
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void* physicsInfo = _ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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unlock();
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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unlock();
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return;
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}
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} else {
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rigidBody->setLinearVelocity(glmToBullet(glm::vec3()));
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}
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unlock();
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}
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@ -25,13 +25,23 @@ ObjectActionSpring::~ObjectActionSpring() {
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}
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void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
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if (!tryLockForRead()) {
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// don't risk hanging the thread running the physics simulation
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qDebug() << "ObjectActionSpring::updateActionWorker lock failed";
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return;
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}
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void* physicsInfo = _ownerEntity->getPhysicsInfo();
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if (!physicsInfo) {
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unlock();
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qDebug() << "ObjectActionSpring::updateActionWorker no physicsInfo";
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return;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* rigidBody = motionState->getRigidBody();
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if (!rigidBody) {
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unlock();
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qDebug() << "ObjectActionSpring::updateActionWorker no rigidBody";
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return;
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}
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rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
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}
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}
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unlock();
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}
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@ -25,7 +25,7 @@ public:
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virtual bool updateArguments(QVariantMap arguments);
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virtual void updateActionWorker(float deltaTimeStep);
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private:
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protected:
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glm::vec3 _positionalTarget;
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float _linearTimeScale;
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