Removed extra debug, fix model jumping when releasing one of the two triggers.

This commit is contained in:
Atlante45 2014-06-06 11:19:43 -07:00
parent dece3ea095
commit 69adf8d0dd

View file

@ -356,7 +356,6 @@ function controller(wichSide) {
var factor2 = Vec3.dot(forward, this.modelPositionAtGrab) - d;
var vector = Vec3.subtract(this.palmPosition, this.positionAtGrab);
print("factor1: " + factor1 + ", factor2: " + factor2);
if (factor2 < 0) {
factor2 = 0;
}
@ -395,46 +394,8 @@ function controller(wichSide) {
for (var i = 0; i < indicesToRemove.length; ++i) {
this.jointsIntersectingFromStart.splice(this.jointsIntersectingFromStart.indexOf(indicesToRemove[i], 1));
}
jointList = MyAvatar.getJointNames();
var closestJointIndex = -1;
var closestJointDistance = 999999;
for (var i = 0; i < jointList.length; i++) {
var distance = Vec3.distance(MyAvatar.getJointPosition(jointList[i]), this.oldModelPosition);
if (distance < closestJointDistance) {
closestJointDistance = distance;
closestJointIndex = i;
}
}
if (closestJointDistance < this.oldModelRadius) {
if (this.jointsIntersectingFromStart.indexOf(closestJointIndex) != -1 ||
(leftController.grabbing && rightController.grabbing &&
leftController.modelID.id == rightController.modelID.id)) {
// Do nothing
} else {
Vec3.print("Ball at: ", MyAvatar.getJointPosition(closestJointIndex));
Overlays.editOverlay(this.ballGlowingJoint, {
position: MyAvatar.getJointPosition(closestJointIndex),
glowLevel: 0.25,
visible: true
});
}
} else {
Overlays.editOverlay(this.ballGlowingJoint, { glowLevel: 0.0, visible: false });
}
}
}
this.ballGlowingJoint = Overlays.addOverlay("sphere", {
position: { x: 0, y: 0, z: 0 },
size: 1,
solid: true,
color: { red: 0, green: 255, blue: 0 },
alpha: 1,
visible: false,
anchor: "MyAvatar"});
this.update = function () {
this.oldPalmPosition = this.palmPosition;
@ -617,6 +578,17 @@ function moveModels() {
var w = Vec3.normalize(Vec3.cross(u, v));
rotation = Quat.multiply(Quat.angleAxis(angle, w), leftController.oldModelRotation);
leftController.positionAtGrab = leftController.palmPosition;
leftController.rotationAtGrab = leftController.rotation;
leftController.modelPositionAtGrab = leftController.oldModelPosition;
leftController.modelRotationAtGrab = rotation;
rightController.positionAtGrab = rightController.palmPosition;
rightController.rotationAtGrab = rightController.rotation;
rightController.modelPositionAtGrab = rightController.oldModelPosition;
rightController.modelRotationAtGrab = rotation;
break;
}