void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
    auto ownerEntity = _ownerEntity.lock();
    if (!ownerEntity) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
        return;
    }
    void* physicsInfo = ownerEntity->getPhysicsInfo();
    if (!physicsInfo) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
        return;
    }
    ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
    btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
    if (!rigidBody) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
        return;
    }

    withWriteLock([&] {
        if (_kinematicSetVelocity) {
            if (_previousSet) {
                glm::vec3 positionalVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
                rigidBody->setLinearVelocity(glmToBullet(positionalVelocity));
            }
        }

        btTransform worldTrans = rigidBody->getWorldTransform();
        worldTrans.setOrigin(glmToBullet(_positionalTarget));
        worldTrans.setRotation(glmToBullet(_rotationalTarget));
        rigidBody->setWorldTransform(worldTrans);

        motionState->dirtyInternalKinematicChanges();

        _previousPositionalTarget = _positionalTarget;
        _previousRotationalTarget = _rotationalTarget;
        _previousSet = true;
    });

    activateBody();
}
void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
    auto ownerEntity = _ownerEntity.lock();
    if (!ownerEntity) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
        return;
    }
    if (ownerEntity->getParentID() != QUuid()) {
        // if the held entity has been given a parent, stop acting on it.
        return;
    }

    void* physicsInfo = ownerEntity->getPhysicsInfo();
    if (!physicsInfo) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
        return;
    }
    ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
    btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
    if (!rigidBody) {
        qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
        return;
    }

    withWriteLock([&]{
        if (_previousSet &&
            _positionalTarget != _previousPositionalTarget) { // don't average in a zero velocity if we get the same data
            glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;

            _measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
            if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
                _measuredLinearVelocitiesIndex = 0;
            }
        }

        glm::vec3 measuredLinearVelocity;
        for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
            // there is a bit of lag between when someone releases the trigger and when the software reacts to
            // the release.  we calculate the velocity from previous frames but we don't include several
            // of the most recent.
            //
            // if _measuredLinearVelocitiesIndex is
            //     0 -- ignore i of 3 4 5
            //     1 -- ignore i of 4 5 0
            //     2 -- ignore i of 5 0 1
            //     3 -- ignore i of 0 1 2
            //     4 -- ignore i of 1 2 3
            //     5 -- ignore i of 2 3 4

            // This code is now disabled, but I'm leaving it commented-out because I suspect it will come back.
            // if ((i + 1) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
            //     (i + 2) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
            //     (i + 3) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex) {
            //     continue;
            // }

            measuredLinearVelocity += _measuredLinearVelocities[i];
        }
        measuredLinearVelocity /= (float)(AvatarActionHold::velocitySmoothFrames
                                          // - 3  // 3 because of the 3 we skipped, above
                                          );

        if (_kinematicSetVelocity) {
            rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
            rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
        }

        btTransform worldTrans = rigidBody->getWorldTransform();
        worldTrans.setOrigin(glmToBullet(_positionalTarget));
        worldTrans.setRotation(glmToBullet(_rotationalTarget));
        rigidBody->setWorldTransform(worldTrans);

        motionState->dirtyInternalKinematicChanges();

        _previousPositionalTarget = _positionalTarget;
        _previousRotationalTarget = _rotationalTarget;
        _previousDeltaTimeStep = deltaTimeStep;
        _previousSet = true;
    });

    forceBodyNonStatic();
    activateBody(true);
}