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Apply right hand roll work-around only if Windows
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1 changed files with 6 additions and 2 deletions
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@ -26,7 +26,8 @@ var leapHands = (function () {
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CALIBRATING = 1,
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CALIBRATING = 1,
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CALIBRATED = 2,
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CALIBRATED = 2,
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CALIBRATION_TIME = 1000, // milliseconds
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CALIBRATION_TIME = 1000, // milliseconds
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PI = 3.141593;
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PI = 3.141593,
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isWindows;
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function printSkeletonJointNames() {
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function printSkeletonJointNames() {
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var jointNames,
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var jointNames,
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@ -123,6 +124,9 @@ var leapHands = (function () {
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if (hands[0].controller.isActive() && hands[1].controller.isActive()) {
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if (hands[0].controller.isActive() && hands[1].controller.isActive()) {
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leapHandHeight = (hands[0].controller.getAbsTranslation().y + hands[1].controller.getAbsTranslation().y) / 2.0;
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leapHandHeight = (hands[0].controller.getAbsTranslation().y + hands[1].controller.getAbsTranslation().y) / 2.0;
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// TODO: Temporary detection of Windows to work around Leap Controller problem.
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isWindows = (hands[1].controller.getAbsRotation().z > (0.25 * PI));
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} else {
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} else {
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calibrationStatus = UNCALIBRATED;
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calibrationStatus = UNCALIBRATED;
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return;
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return;
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@ -302,7 +306,7 @@ var leapHands = (function () {
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// TODO: Leap Motion controller's right-hand roll calculation only works if physical hand is upside down.
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// TODO: Leap Motion controller's right-hand roll calculation only works if physical hand is upside down.
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// Approximate fix is to add a fudge factor.
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// Approximate fix is to add a fudge factor.
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if (h === 1) {
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if (h === 1 && isWindows) {
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handRoll = handRoll + 0.6 * PI;
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handRoll = handRoll + 0.6 * PI;
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}
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}
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