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Show hand-sphere search line and point just with hand direction again
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1 changed files with 3 additions and 4 deletions
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@ -789,7 +789,8 @@ function MyController(hand) {
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var distantPickRay = {
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origin: Camera.position,
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direction: Quat.getFront(Quat.multiply(Camera.orientation, handDeltaRotation)),
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//direction: Quat.getFront(Quat.multiply(Camera.orientation, handDeltaRotation)),
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direction: Quat.getUp(this.getHandRotation()),
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length: PICK_MAX_DISTANCE
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};
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@ -1022,9 +1023,7 @@ function MyController(hand) {
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searchSphereLocation.y -= ((this.intersectionDistance - this.searchSphereDistance) / this.intersectionDistance) * SEARCH_SPHERE_CHASE_DROP;
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this.searchSphereOn(searchSphereLocation, SPHERE_INTERSECTION_SIZE * this.intersectionDistance, this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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if (USE_OVERLAY_LINES_FOR_SEARCHING === true) {
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var OVERLAY_BEAM_SETBACK = 0.9;
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var startBeam = Vec3.sum(handPosition, Vec3.multiply(Vec3.subtract(searchSphereLocation, handPosition), OVERLAY_BEAM_SETBACK));
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this.overlayLineOn(startBeam, searchSphereLocation, this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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this.overlayLineOn(handPosition, searchSphereLocation, this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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}
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}
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};
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