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Tidying
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1 changed files with 4 additions and 4 deletions
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@ -561,10 +561,10 @@
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MAX_TRIGGER_ON_TIME = 100,
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MAX_TRIGGER_ON_TIME = 100,
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// Visibility.
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// Visibility.
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MIN_HAND_CAMERA_ANGLE = 30,
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MAX_HAND_CAMERA_ANGLE = 30,
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MAX_CAMERA_HAND_ANGLE = 30,
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MAX_CAMERA_HAND_ANGLE = 30,
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DEGREES_180 = 180,
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DEGREES_180 = 180,
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MIN_HAND_CAMERA_ANGLE_COS = Math.cos(Math.PI * MIN_HAND_CAMERA_ANGLE / DEGREES_180),
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MAX_HAND_CAMERA_ANGLE_COS = Math.cos(Math.PI * MAX_HAND_CAMERA_ANGLE / DEGREES_180),
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MAX_CAMERA_HAND_ANGLE_COS = Math.cos(Math.PI * MAX_CAMERA_HAND_ANGLE / DEGREES_180),
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MAX_CAMERA_HAND_ANGLE_COS = Math.cos(Math.PI * MAX_CAMERA_HAND_ANGLE / DEGREES_180),
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HIDING_DELAY = 1000, // ms
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HIDING_DELAY = 1000, // ms
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lastVisible = [0, 0];
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lastVisible = [0, 0];
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@ -661,8 +661,8 @@
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Vec3.multiplyQbyV(handOrientation, uiPositionAndOrientation.position)));
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Vec3.multiplyQbyV(handOrientation, uiPositionAndOrientation.position)));
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miniOrientation = Quat.multiply(handOrientation, uiPositionAndOrientation.rotation);
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miniOrientation = Quat.multiply(handOrientation, uiPositionAndOrientation.rotation);
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miniToCameraDirection = Vec3.normalize(Vec3.subtract(Camera.position, miniPosition));
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miniToCameraDirection = Vec3.normalize(Vec3.subtract(Camera.position, miniPosition));
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show = Vec3.dot(miniToCameraDirection, Quat.getForward(miniOrientation)) > MIN_HAND_CAMERA_ANGLE_COS;
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show = Vec3.dot(miniToCameraDirection, Quat.getForward(miniOrientation)) > MAX_HAND_CAMERA_ANGLE_COS;
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show = show || (-Vec3.dot(miniToCameraDirection, Quat.getForward(handOrientation)) > MIN_HAND_CAMERA_ANGLE_COS);
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show = show || (-Vec3.dot(miniToCameraDirection, Quat.getForward(handOrientation)) > MAX_HAND_CAMERA_ANGLE_COS);
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cameraToHand = -Vec3.dot(miniToCameraDirection, Quat.getForward(Camera.orientation));
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cameraToHand = -Vec3.dot(miniToCameraDirection, Quat.getForward(Camera.orientation));
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show = show && (cameraToHand > MAX_CAMERA_HAND_ANGLE_COS);
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show = show && (cameraToHand > MAX_CAMERA_HAND_ANGLE_COS);
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