diff --git a/scripts/system/controllers/handTouch.js b/scripts/system/controllers/handTouch.js index 2e1cf99166..f3e15c96af 100644 --- a/scripts/system/controllers/handTouch.js +++ b/scripts/system/controllers/handTouch.js @@ -9,6 +9,11 @@ // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // +/* jslint bitwise: true */ + +/* global Script, Overlays, Controller, Vec3, Quat, MyAvatar, Entities +*/ + (function(){ var updateFingerWithIndex = 0; @@ -376,7 +381,7 @@ } // Calculate new interpolation data var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1); - var percent = varsToDebug.fingerPercent[side][finger]; + percent = varsToDebug.fingerPercent[side][finger]; var newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // Assign animation interpolation steps @@ -453,16 +458,17 @@ updateSphereHand("left"); // Assign interpolated values - var i, j, index; + var i, j, index, finger, names, quatRot; + for (i = 0; i < dataKeys.length; i++) { - var finger = dataKeys[i]; - var names = getJointNames("Right", finger, 3); + finger = dataKeys[i]; + names = getJointNames("Right", finger, 3); dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1); for (j = 0; j < names.length; j++) { index = MyAvatar.getJointIndex(names[j]); // if no finger is touching restate the default poses if (getTouching("right")) { - var quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]); + quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]); MyAvatar.setJointRotation(index, quatRot); } else { MyAvatar.clearJointData(index); @@ -471,14 +477,14 @@ } for (i = 0; i < dataKeys.length; i++) { - var finger = dataKeys[i]; - var names = getJointNames("Left", finger, 3); + finger = dataKeys[i]; + names = getJointNames("Left", finger, 3); dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1); for (j = 0; j < names.length; j++) { index = MyAvatar.getJointIndex(names[j]); // if no finger is touching restate the default poses if (getTouching("left")) { - var quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]); + quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]); MyAvatar.setJointRotation(index, quatRot); } else { MyAvatar.clearJointData(index);