removed pinky orientation lines in avatar bones

This commit is contained in:
Jeffrey Ventrella 2013-04-23 22:05:02 -07:00
parent 54aac82e9c
commit 8135a45ccf

View file

@ -1132,13 +1132,13 @@ void Head::updateHandMovement( float deltaTime ) {
if ( getHandState() == 1 ) { atLeastOneAvatarIsGrasping = true; }
if ( _isMine ) {
if ( _otherAvatar.handState == 1 ) {
//if ( _isMine ) {
//if ( _otherAvatar.handState == 1 ) {
if ( _nearOtherAvatar ) {
atLeastOneAvatarIsGrasping = true;
}
}
}
//}
//}
//---------------------------------------------------------------------
// if holding hands with another avatar, add a force to the hand...
@ -1146,7 +1146,7 @@ void Head::updateHandMovement( float deltaTime ) {
if ( atLeastOneAvatarIsGrasping ) {
glm::vec3 vectorToOtherHand = _otherAvatar.handPosition - _handHolding.position;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
_handHolding.velocity *= 0.7;
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
@ -1219,7 +1219,7 @@ void Head::renderBody() {
//renderBoneAsBlock( (AvatarBoneID)b);
//render bone orientation
renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
if ( _usingBodySprings ) {
glColor3fv( skinColor );