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removed pinky orientation lines in avatar bones
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54aac82e9c
commit
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1 changed files with 6 additions and 6 deletions
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@ -1132,13 +1132,13 @@ void Head::updateHandMovement( float deltaTime ) {
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if ( getHandState() == 1 ) { atLeastOneAvatarIsGrasping = true; }
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if ( _isMine ) {
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if ( _otherAvatar.handState == 1 ) {
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//if ( _isMine ) {
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//if ( _otherAvatar.handState == 1 ) {
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if ( _nearOtherAvatar ) {
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atLeastOneAvatarIsGrasping = true;
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}
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}
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}
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//}
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//}
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//---------------------------------------------------------------------
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// if holding hands with another avatar, add a force to the hand...
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@ -1146,7 +1146,7 @@ void Head::updateHandMovement( float deltaTime ) {
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if ( atLeastOneAvatarIsGrasping ) {
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glm::vec3 vectorToOtherHand = _otherAvatar.handPosition - _handHolding.position;
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glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
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glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
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_handHolding.velocity *= 0.7;
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_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
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@ -1219,7 +1219,7 @@ void Head::renderBody() {
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//renderBoneAsBlock( (AvatarBoneID)b);
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//render bone orientation
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renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
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//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
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if ( _usingBodySprings ) {
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glColor3fv( skinColor );
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