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