Merge pull request #6731 from imgntn/grabhotfix1

fix  handControllerGrab  merge problems
This commit is contained in:
James B. Pollack 2015-12-22 17:24:30 -08:00
commit 32b9f60bd5

View file

@ -274,8 +274,6 @@ function MyController(hand) {
this.triggerValue = 0; // rolling average of trigger value
this.rawTriggerValue = 0;
this.rawBumperValue = 0;
<<<<<<< HEAD
//for visualizations
this.overlayLine = null;
this.particleBeam = null;
@ -283,9 +281,7 @@ function MyController(hand) {
//for lights
this.spotlight = null;
this.pointlight = null;
=======
this.overlayLine = null;
>>>>>>> master
this.ignoreIK = false;
this.offsetPosition = Vec3.ZERO;
@ -510,7 +506,7 @@ function MyController(hand) {
"y": 0,
"z": 0
},
"particleRadius": 0.015,
"particleRadius": 0.015,
"radiusSpread": 0.005,
// "radiusStart": 0.01,
// "radiusFinish": 0.01,
@ -539,7 +535,7 @@ function MyController(hand) {
visible: true,
color: color,
emitSpeed: speed,
speedSpread:spread,
speedSpread: spread,
lifespan: lifespan
})
@ -1085,7 +1081,6 @@ function MyController(hand) {
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
Entities.callEntityMethod(this.grabbedEntity, "continueDistantGrab");
// mix in head motion
if (MOVE_WITH_HEAD) {
var objDistance = Vec3.length(objectToAvatar);
@ -1113,8 +1108,8 @@ function MyController(hand) {
this.overlayLineOn(handPosition, grabbedProperties.position, INTERSECT_COLOR);
}
if (USE_PARTICLE_BEAM_FOR_MOVING === true) {
this.handleDistantParticleBeam(handPosition,grabbedProperties.position, INTERSECT_COLOR)
// this.handleDistantParticleBeam(handPosition, this.currentObjectPosition, INTERSECT_COLOR)
this.handleDistantParticleBeam(handPosition, grabbedProperties.position, INTERSECT_COLOR)
// this.handleDistantParticleBeam(handPosition, this.currentObjectPosition, INTERSECT_COLOR)
}
if (USE_POINTLIGHT === true) {
this.handlePointLight(this.grabbedEntity);