// // Copyright 2016 High Fidelity, Inc. // // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function() { var _this = this; _this.COLLISION_COOLDOWN_TIME = 5000; var startPosition = { x: 1100.6343, y: 460.5366, z: -65.2142 }; var startRotation = Quat.fromPitchYawRollDegrees(3.1471, -170.4121, -0.0060) _this.preload = function(entityID) { //set our id so other methods can get it. _this.entityID = entityID; //variables we will use to keep track of when to reset the cow _this.timeSinceLastCollision = 0; _this.shouldUntip = true; } _this.collisionWithEntity = function(myID, otherID, collisionInfo) { //we dont actually use any of the parameters above, since we don't really care what we collided with, or the details of the collision. //5 seconds after a collision, upright the target. protect from multiple collisions in a short timespan with the 'shouldUntip' variable if (_this.shouldUntip) { //in Hifi, preface setTimeout with Script.setTimeout Script.setTimeout(function() { _this.untip(); _this.shouldUntip = true; }, _this.COLLISION_COOLDOWN_TIME); } _this.shouldUntip = false; } _this.untip = function() { var props = Entities.getEntityProperties(this.entityID); var rotation = Quat.safeEulerAngles(props.rotation) if (rotation.x > 3 || rotation.x < -3 || rotation.z > 3 || rotation.z < -3) { print('home target - too much pitch or roll, fix it'); //we zero out the velocity and angular velocity Entities.editEntity(_this.entityID, { position: startPosition, rotation: startRotation, velocity: { x: 0, y: 0, z: 0 }, angularVelocity: { x: 0, y: 0, z: 0 } }); } } });