From 4115138b5b9920d615420dd81cce9ee86eee82f4 Mon Sep 17 00:00:00 2001 From: "James B. Pollack" Date: Tue, 22 Dec 2015 17:22:55 -0800 Subject: [PATCH] fix merge problems --- examples/controllers/handControllerGrab.js | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) diff --git a/examples/controllers/handControllerGrab.js b/examples/controllers/handControllerGrab.js index 04b52ebb50..9e7623b483 100644 --- a/examples/controllers/handControllerGrab.js +++ b/examples/controllers/handControllerGrab.js @@ -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);