Fixed sword.js

This commit is contained in:
EdgarPironti 2015-10-23 18:09:43 -07:00
parent 2c2273df0b
commit 0d15182adb

View file

@ -238,7 +238,7 @@ var inHand = false;
function isControllerActive() { function isControllerActive() {
// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both. // I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0; controllerActive = (Vec3.length(MyAvatar.leftHandPose.translation) > 0) || Vec3.length(MyAvatar.rightHandPose.translation) > 0;
return controllerActive; return controllerActive;
} }
@ -312,10 +312,10 @@ function grabSword(hand) {
} }
var handRotation; var handRotation;
if (hand === "right") { if (hand === "right") {
handRotation = MyAvatar.getRightPalmRotation(); handRotation = MyAvatar.rightHandPose.rotation;
} else if (hand === "left") { } else if (hand === "left") {
handRotation = MyAvatar.getLeftPalmRotation(); handRotation = MyAvatar.leftHandPose.rotation;
} }
var swordRotation = Entities.getEntityProperties(swordID).rotation; var swordRotation = Entities.getEntityProperties(swordID).rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation); var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation);