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https://github.com/overte-org/overte.git
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Fix default hand poses
This commit is contained in:
parent
47dbb0c168
commit
28d9409bf0
5 changed files with 159 additions and 55 deletions
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@ -222,7 +222,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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auto orientation = myAvatar->getLocalOrientation();
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_rig.computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
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// evaluate AnimGraph animation and update jointStates.
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//// evaluate AnimGraph animation and update jointStates.
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Model::updateRig(deltaTime, parentTransform);
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Rig::EyeParameters eyeParams;
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@ -323,17 +323,22 @@ void MySkeletonModel::updateFingers() {
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for (auto& link : chain) {
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int index = _rig.indexOfJoint(link.second);
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if (index >= 0) {
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if (_jointRotationFrameOffsetMap.find(index) == _jointRotationFrameOffsetMap.end()) {
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_jointRotationFrameOffsetMap.insert(std::pair<int, int>(index, 0));
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}
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auto pose = myAvatar->getControllerPoseInSensorFrame(link.first);
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if (pose.valid) {
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glm::quat relRot = glm::inverse(prevAbsRot) * pose.getRotation();
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// only set the rotation for the finger joints, not the hands.
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if (link.first != controller::Action::LEFT_HAND && link.first != controller::Action::RIGHT_HAND) {
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_rig.setJointRotation(index, true, relRot, CONTROLLER_PRIORITY);
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_jointRotationFrameOffsetMap.find(index)->second = 0;
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}
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prevAbsRot = pose.getRotation();
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} else {
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// _rig.clearJointAnimationPriority(index);
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} else if (_jointRotationFrameOffsetMap.find(index)->second == 1){
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_rig.clearJointAnimationPriority(index);
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}
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_jointRotationFrameOffsetMap.find(index)->second++;
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}
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}
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}
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@ -28,6 +28,8 @@ private:
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AnimPose _prevHips; // sensor frame
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bool _prevHipsValid { false };
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std::map<int, int> _jointRotationFrameOffsetMap;
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};
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#endif // hifi_MySkeletonModel_h
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@ -32,7 +32,8 @@ var DEFAULT_SCRIPTS_COMBINED = [
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"system/tablet-ui/tabletUI.js"
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];
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var DEFAULT_SCRIPTS_SEPARATE = [
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"system/controllers/controllerScripts.js"
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"system/controllers/controllerScripts.js",
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"system/controllers/handTouch.js"
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//"system/chat.js"
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];
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@ -11,15 +11,36 @@
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(function(){
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var animating = false;
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var updateFingerWithIndex = 0;
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// Keys to access finger data
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var dataKeys = ["pinky", "ring", "middle", "index", "thumb"];
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// Additionally close the hands to achieve a grabbing effect
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var grabPercent = { left: 0,
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right: 0 };
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var isGrabbing = false;
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// var isGrabbing = false;
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// Store which fingers are touching - if all false restate the default poses
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var isTouching = {
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left: {
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pinky: false,
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middle: false,
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ring: false,
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thumb: false,
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index: false
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}, right: {
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pinky: false,
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middle: false,
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ring: false,
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thumb: false,
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index: false
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}
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}
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// joint data for opened pose
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var dataOpen = {
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left: {
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pinky: [{x: -0.18262, y:-2.666, z:-25.11229}, {x: 1.28845, y:0, z:1.06604}, {x: -3.967, y:0, z:-0.8351} ],
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@ -35,6 +56,8 @@
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index: [{x: -0.111, y: 0, z: -2.2816}, {x: 1.217, y: 0, z: -0.90168}, {x: -3.967, y: 0, z: 2.62649}]
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}
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}
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// joint data for closed hand
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var dataClose = {
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left: {
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@ -52,6 +75,8 @@
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}
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}
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// joint data for the current frame
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var dataCurrent = {
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left:{
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pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
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@ -68,6 +93,8 @@
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index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}]
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}
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}
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// interpolated values on joint data to smooth movement
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var dataDelta = {
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left:{
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@ -86,16 +113,24 @@
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}
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}
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// Acquire an updated value per hand every 5 frames
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var animationSteps = 5;
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// Debugging info
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var showSphere = false;
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var showLines = false;
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// store the rays for the fingers - only for debug purposes
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var fingerRays = {
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left:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined},
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right:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}
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};
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// Register object with API Debugger
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var varsToDebug = {
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toggleDebugSphere: function(){
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showSphere = !showSphere;
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@ -105,18 +140,18 @@
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},
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fingerPercent: {
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left: {
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pinky: 0.5,
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middle: 0.5,
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ring: 0.5,
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thumb: 0.5,
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index: 0.5
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pinky: 0.75,
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middle: 0.75,
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ring: 0.75,
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thumb: 0.75,
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index: 0.75
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} ,
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right: {
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pinky: 0.5,
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middle: 0.5,
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ring: 0.5,
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thumb: 0.5,
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index: 0.5
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pinky: 0.75,
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middle: 0.75,
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ring: 0.75,
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thumb: 0.75,
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index: 0.75
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}
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},
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triggerValues: {
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@ -128,6 +163,8 @@
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rightSecondaryValue: 0
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}
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}
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// Add/Subtract the joint data - per finger joint
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function addVals(val1, val2, sign) {
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var val = [];
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@ -141,6 +178,8 @@
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return val;
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}
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// Multiply/Divide the joint data - per finger joint
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function multiplyValsBy(val1, num) {
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var val = [];
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for (var i = 0; i < val1.length; i++) {
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@ -151,6 +190,8 @@
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}
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return val;
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}
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// Calculate the finger lengths by adding its joint lengths
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function getJointDistances(jointNamesArray) {
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var result = {distances: [], totalDistance: 0}
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@ -165,23 +206,29 @@
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}
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return result;
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}
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// Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
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function estimatePalmData(side) {
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var data = {position: undefined, perpendicular: undefined, distance: undefined, fingers: {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}};
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// Calculate the finger lengths by adding its joint lengths
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// Return data object
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var data = {position: undefined, perpendicular: undefined, distance: undefined, fingers: {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}};
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var jointOffset = { x: 0, y: 0, z: 0 };
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var upperSide = side[0].toUpperCase() + side.substring(1);
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var jointIndexHand = MyAvatar.getJointIndex(upperSide + "Hand");
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// Store position of the hand joint
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var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand);
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var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z};
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// Data for finger rays
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var directions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
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var positions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
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var sumvec = {x:0, y:0, z:0};
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sumvec = Vec3.sum(worldPosHand, sumvec);
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// Calculate palm center
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var palmCenter = {x:0, y:0, z:0};
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palmCenter = Vec3.sum(worldPosHand, palmCenter);
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var thumbLength = 0;
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@ -195,15 +242,17 @@
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directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand));
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data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger]));
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if (finger != "thumb") {
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sumvec = Vec3.sum(Vec3.multiply(2, positions[finger]), sumvec);
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palmCenter = Vec3.sum(Vec3.multiply(2, positions[finger]), palmCenter); // Hand joint + 2 * 4 fingers(no thumb) = 9
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} else {
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thumbLength = fingerLength;
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}
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}
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data.perpendicular = side == "right" ? Vec3.normalize(Vec3.cross(directions["ring"], directions["pinky"])) : Vec3.normalize(Vec3.cross(directions["pinky"],directions["ring"]));
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data.position = Vec3.multiply(1.0/9, sumvec);
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data.position = Vec3.multiply(1.0/9, palmCenter); // Hand joint + 2 * 4 fingers(no thumb) = 9
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data.distance = 1.55*Vec3.distance(data.position, positions["index"]);
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// move back thumb check up origin
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@ -213,8 +262,11 @@
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return data;
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}
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// Register GlobalDebugger for API Debugger
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Script.registerValue("GlobalDebugger", varsToDebug);
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// Create debug overlays - finger rays + palm rays + spheres
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for (var i = 0; i < dataKeys.length; i++) {
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fingerRays["left"][dataKeys[i]] = Overlays.addOverlay("line3d", {
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color: { red: 0, green: 0, blue: 255 },
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@ -261,14 +313,18 @@
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}
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function updateSphereHand(side) {
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var palmData = estimatePalmData(side);
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var dist = 1.5*palmData.distance;
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var palmPoint = palmData.position;
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var dist = 1.5*palmData.distance;
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// Situate the debugging overlays
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var checkOffset = { x: palmData.perpendicular.x * dist,
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y: palmData.perpendicular.y * dist,
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z: palmData.perpendicular.z * dist };
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var spherePos = Vec3.sum(palmPoint, checkOffset);
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var checkPoint = Vec3.sum(palmPoint, Vec3.multiply(2, checkOffset));
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@ -287,7 +343,7 @@
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},
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visible: showSphere
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});
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var pickRays = [];
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for (var i = 0; i < dataKeys.length; i++) {
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Overlays.editOverlay(fingerRays[side][dataKeys[i]], {
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start: palmData.fingers[dataKeys[i]],
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@ -295,6 +351,9 @@
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visible: showLines
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});
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}
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// Update the intersection of only one finger at a time
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var finger = dataKeys[updateFingerWithIndex];
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var grabbables = Entities.findEntities(spherePos, dist);
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@ -303,14 +362,19 @@
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var origin = palmData.fingers[finger];
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var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
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var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
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var percent = 0.5;
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if (intersection.intersects && intersection.distance < 2.5*dist) {
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var percent = 0.75;
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var isAbleToGrab = intersection.intersects && intersection.distance < 2.5*dist;
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// Store if this finger is touching something
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isTouching[side][finger] = isAbleToGrab;
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if (isAbleToGrab) {
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// update the open/close percentage for this finger
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percent = intersection.distance/(2.5*dist);
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var grabMultiplier = finger === "thumb" ? 0.2 : 0.05;
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percent += grabMultiplier * grabPercent[side];
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}
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varsToDebug.fingerPercent[side][finger] = percent;
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varsToDebug.fingerPercent[side][finger] = percent; // store the current open/close percentage
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}
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// Calculate new interpolation data
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var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
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var percent = varsToDebug.fingerPercent[side][finger];
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var newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1);
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@ -319,6 +383,7 @@
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dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
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}
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// Recreate the finger joint names - and how many 0 to count
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function getJointNames(side, finger, count) {
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var names = [];
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for (var i = 1; i < count+1; i++) {
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@ -328,8 +393,11 @@
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return names;
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}
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// Capture the controller values
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var leftTriggerPress = function (value) {
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varsToDebug.triggerValues.leftTriggerValue = value;
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// the value for the trigger increments the hand-close percentage
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grabPercent["left"] = value;
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};
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var leftTriggerClick = function (value) {
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@ -337,6 +405,7 @@
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};
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var rightTriggerPress = function (value) {
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varsToDebug.triggerValues.rightTriggerValue = value;
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// the value for the trigger increments the hand-close percentage
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grabPercent["right"] = value;
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};
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var rightTriggerClick = function (value) {
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@ -362,34 +431,61 @@
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mapping.from([Controller.Standard.RightGrip]).peek().to(rightSecondaryPress);
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Controller.enableMapping(MAPPING_NAME);
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function getTouching(side) {
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var animating = false;
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for (var i = 0; i < dataKeys.length; i++) {
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var finger = dataKeys[i];
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animating = animating || isTouching[side][finger];
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}
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return animating;
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}
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Script.update.connect(function(){
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updateFingerWithIndex = updateFingerWithIndex < dataKeys.length-1 ? updateFingerWithIndex + 1 : 0;
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// iterate fingers
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updateFingerWithIndex = (updateFingerWithIndex < dataKeys.length-1) ? updateFingerWithIndex + 1 : 0;
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// precalculate data
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updateSphereHand("right");
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updateSphereHand("left");
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for (var i = 0; i < dataKeys.length; i++) {
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var finger = dataKeys[i];
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var names = getJointNames("Right", finger, 3);
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dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1);
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for (var j = 0; j < names.length; j++) {
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var index = MyAvatar.getJointIndex(names[j]);
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var quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]);
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MyAvatar.setJointRotation(index, quatRot);
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}
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}
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for (var i = 0; i < dataKeys.length; i++) {
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var finger = dataKeys[i];
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var names = getJointNames("Left", finger, 3);
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dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1);
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for (var j = 0; j < names.length; j++) {
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var index = MyAvatar.getJointIndex(names[j]);
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var quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]);
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MyAvatar.setJointRotation(index, quatRot);
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}
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}
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// Assign interpolated values
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var i, j, index;
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for (i = 0; i < dataKeys.length; i++) {
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var finger = dataKeys[i];
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var names = getJointNames("Right", finger, 3);
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dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1);
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for (j = 0; j < names.length; j++) {
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index = MyAvatar.getJointIndex(names[j]);
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// if no finger is touching restate the default poses
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if (getTouching("right")) {
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var quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]);
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MyAvatar.setJointRotation(index, quatRot);
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} else {
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MyAvatar.clearJointData(index);
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}
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}
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}
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for (i = 0; i < dataKeys.length; i++) {
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var finger = dataKeys[i];
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var names = getJointNames("Left", finger, 3);
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dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1);
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for (j = 0; j < names.length; j++) {
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index = MyAvatar.getJointIndex(names[j]);
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// if no finger is touching restate the default poses
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if (getTouching("left")) {
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var quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]);
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MyAvatar.setJointRotation(index, quatRot);
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} else {
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MyAvatar.clearJointData(index);
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}
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}
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}
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});
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}())
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