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fix stopFarTrigger entity method call. re-add code to keep more than one distance grab per object from happening
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1 changed files with 6 additions and 3 deletions
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@ -42,7 +42,7 @@ var PICK_WITH_HAND_RAY = true;
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var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var MOVE_WITH_HEAD = true; // experimental head-controll of distantly held objects
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var MOVE_WITH_HEAD = true; // experimental head-control of distantly held objects
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var FAR_TO_NEAR_GRAB_PADDING_FACTOR = 1.2;
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var NO_INTERSECT_COLOR = {
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@ -917,6 +917,10 @@ function MyController(hand) {
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}
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// far grab or equip with action
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if (isPhysical && !near) {
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if (entityIsGrabbedByOther(intersection.entityID)) {
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// don't distance grab something that is already grabbed.
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return;
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}
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this.temporaryPositionOffset = null;
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if (typeof grabbableData.spatialKey === 'undefined') {
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// We want to give a temporary position offset to this object so it is pulled close to hand
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@ -1143,7 +1147,6 @@ function MyController(hand) {
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y: this.currentObjectPosition.y,
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z: this.currentObjectPosition.z
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}
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}
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@ -1489,7 +1492,7 @@ function MyController(hand) {
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this.continueFarTrigger = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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Entities.callEntityMethod(this.grabbedEntity, "stopNearTrigger");
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Entities.callEntityMethod(this.grabbedEntity, "stopFarTrigger");
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return;
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}
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