diff --git a/examples/leapHands.js b/examples/leapHands.js index 1095a9f4dc..3352ea243b 100644 --- a/examples/leapHands.js +++ b/examples/leapHands.js @@ -31,7 +31,6 @@ var leapHands = (function () { CALIBRATED = 2, CALIBRATION_TIME = 1000, // milliseconds PI = 3.141593, - isWindows, avatarScale, avatarFaceModelURL, avatarSkeletonModelURL, @@ -132,9 +131,6 @@ var leapHands = (function () { if (hands[0].controller.isActive() && hands[1].controller.isActive()) { leapHandHeight = (hands[0].controller.getAbsTranslation().y + hands[1].controller.getAbsTranslation().y) / 2.0; - - // TODO: Temporary detection of Windows to work around Leap Controller problem. - isWindows = (hands[1].controller.getAbsRotation().z > (0.25 * PI)); } else { calibrationStatus = UNCALIBRATED; return; @@ -398,12 +394,6 @@ var leapHands = (function () { handPitch = 2.0 * -wristAbsRotation.x; handYaw = 2.0 * wristAbsRotation.y; - // TODO: Leap Motion controller's right-hand roll calculation only works if physical hand is upside down. - // Approximate fix is to add a fudge factor. - if (h === 1 && isWindows) { - handRoll = handRoll + 0.6 * PI; - } - // Hand position and orientation ... if (h === 0) { handRotation = Quat.multiply(Quat.angleAxis(-90.0, { x: 0, y: 1, z: 0 }),