Fixed styling errors

This commit is contained in:
ericrius1 2015-10-08 09:53:06 -07:00
parent efc2dfb68f
commit aac372cc8a

View file

@ -32,7 +32,7 @@ var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to thei
var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000, z: 1000};
var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
var LINE_LENGTH = 500;
@ -133,55 +133,55 @@ function MyController(hand, triggerAction) {
var _this = this;
this.update = function () {
this.update = function() {
this.updateSmoothedTrigger();
switch (this.state) {
case STATE_OFF:
this.off();
this.touchTest();
break;
case STATE_SEARCHING:
this.search();
break;
case STATE_DISTANCE_HOLDING:
this.distanceHolding();
break;
case STATE_CONTINUE_DISTANCE_HOLDING:
this.continueDistanceHolding();
break;
case STATE_NEAR_GRABBING:
this.nearGrabbing();
break;
case STATE_CONTINUE_NEAR_GRABBING:
this.continueNearGrabbing();
break;
case STATE_NEAR_GRABBING_NON_COLLIDING:
this.nearGrabbingNonColliding();
break;
case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
this.continueNearGrabbingNonColliding();
break;
case STATE_FAR_GRABBING_NON_COLLIDING:
this.farGrabbingNonColliding();
break;
case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
this.continueFarGrabbingNonColliding();
break;
case STATE_RELEASE:
this.release();
break;
case STATE_OFF:
this.off();
this.touchTest();
break;
case STATE_SEARCHING:
this.search();
break;
case STATE_DISTANCE_HOLDING:
this.distanceHolding();
break;
case STATE_CONTINUE_DISTANCE_HOLDING:
this.continueDistanceHolding();
break;
case STATE_NEAR_GRABBING:
this.nearGrabbing();
break;
case STATE_CONTINUE_NEAR_GRABBING:
this.continueNearGrabbing();
break;
case STATE_NEAR_GRABBING_NON_COLLIDING:
this.nearGrabbingNonColliding();
break;
case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
this.continueNearGrabbingNonColliding();
break;
case STATE_FAR_GRABBING_NON_COLLIDING:
this.farGrabbingNonColliding();
break;
case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
this.continueFarGrabbingNonColliding();
break;
case STATE_RELEASE:
this.release();
break;
}
};
this.setState = function (newState) {
this.setState = function(newState) {
// print("STATE: " + this.state + " --> " + newState);
this.state = newState;
}
this.lineOn = function (closePoint, farPoint, color) {
this.lineOn = function(closePoint, farPoint, color) {
// draw a line
if (this.pointer === null) {
this.pointer = Entities.addEntity({
@ -205,41 +205,41 @@ function MyController(hand, triggerAction) {
};
this.lineOff = function () {
this.lineOff = function() {
if (this.pointer !== null) {
Entities.deleteEntity(this.pointer);
}
this.pointer = null;
};
this.updateSmoothedTrigger = function () {
this.updateSmoothedTrigger = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
// smooth out trigger value
this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
}
this.triggerSmoothedSqueezed = function () {
this.triggerSmoothedSqueezed = function() {
return this.triggerValue > TRIGGER_ON_VALUE;
};
this.triggerSmoothedReleased = function () {
this.triggerSmoothedReleased = function() {
return this.triggerValue < TRIGGER_OFF_VALUE;
};
this.triggerSqueezed = function () {
this.triggerSqueezed = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
return triggerValue > TRIGGER_ON_VALUE;
};
this.off = function () {
this.off = function() {
if (this.triggerSmoothedSqueezed()) {
this.setState(STATE_SEARCHING);
return;
}
}
this.search = function () {
this.search = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -322,13 +322,12 @@ function MyController(hand, triggerAction) {
}
};
this.distanceHolding = function () {
this.distanceHolding = function() {
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
"gravity", "ignoreForCollisions"
]);
"gravity", "ignoreForCollisions"]);
// add the action and initialize some variables
this.currentObjectPosition = grabbedProperties.position;
@ -366,7 +365,7 @@ function MyController(hand, triggerAction) {
};
this.continueDistanceHolding = function () {
this.continueDistanceHolding = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -446,7 +445,7 @@ function MyController(hand, triggerAction) {
});
};
this.nearGrabbing = function () {
this.nearGrabbing = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
@ -455,7 +454,8 @@ function MyController(hand, triggerAction) {
this.lineOff();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
["position", "rotation", "gravity", "ignoreForCollisions"]);
this.activateEntity(this.grabbedEntity, grabbedProperties);
var handRotation = this.getHandRotation();
@ -494,7 +494,7 @@ function MyController(hand, triggerAction) {
this.currentObjectTime = Date.now();
};
this.continueNearGrabbing = function () {
this.continueNearGrabbing = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -523,7 +523,7 @@ function MyController(hand, triggerAction) {
});
};
this.nearGrabbingNonColliding = function () {
this.nearGrabbingNonColliding = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -537,7 +537,7 @@ function MyController(hand, triggerAction) {
this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
};
this.farGrabbingNonColliding = function () {
this.farGrabbingNonColliding = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -552,7 +552,7 @@ function MyController(hand, triggerAction) {
this.setState(STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING);
};
this.continueNearGrabbingNonColliding = function () {
this.continueNearGrabbingNonColliding = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -561,7 +561,7 @@ function MyController(hand, triggerAction) {
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
};
this.continueFarGrabbingNonColliding = function () {
this.continueFarGrabbingNonColliding = function() {
if (this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
return;
@ -578,7 +578,7 @@ function MyController(hand, triggerAction) {
};
_this.allTouchedIDs = {};
this.touchTest = function () {
this.touchTest = function() {
var maxDistance = 0.05;
var leftHandPosition = MyAvatar.getLeftPalmPosition();
var rightHandPosition = MyAvatar.getRightPalmPosition();
@ -587,19 +587,19 @@ function MyController(hand, triggerAction) {
var ids = [];
if (leftEntities.length !== 0) {
leftEntities.forEach(function (entity) {
leftEntities.forEach(function(entity) {
ids.push(entity);
});
}
if (rightEntities.length !== 0) {
rightEntities.forEach(function (entity) {
rightEntities.forEach(function(entity) {
ids.push(entity);
});
}
ids.forEach(function (id) {
ids.forEach(function(id) {
var props = Entities.getEntityProperties(id, ["boundingBox", "name"]);
if (props.name === 'pointer') {
@ -632,19 +632,19 @@ function MyController(hand, triggerAction) {
};
this.startTouch = function (entityID) {
this.startTouch = function(entityID) {
Entities.callEntityMethod(entityID, "startTouch");
};
this.continueTouch = function (entityID) {
this.continueTouch = function(entityID) {
Entities.callEntityMethod(entityID, "continueTouch");
};
this.stopTouch = function (entityID) {
this.stopTouch = function(entityID) {
Entities.callEntityMethod(entityID, "stopTouch");
};
this.computeReleaseVelocity = function (deltaPosition, deltaTime, useMultiplier) {
this.computeReleaseVelocity = function(deltaPosition, deltaTime, useMultiplier) {
if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) {
var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
@ -661,7 +661,7 @@ function MyController(hand, triggerAction) {
}
};
this.release = function () {
this.release = function() {
this.lineOff();
@ -685,11 +685,11 @@ function MyController(hand, triggerAction) {
this.setState(STATE_OFF);
};
this.cleanup = function () {
this.cleanup = function() {
this.release();
};
this.activateEntity = function (entityID, grabbedProperties) {
this.activateEntity = function(entityID, grabbedProperties) {
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
data["activated"] = true;
data["avatarId"] = MyAvatar.sessionUUID;
@ -710,7 +710,7 @@ function MyController(hand, triggerAction) {
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
};
this.deactivateEntity = function (entityID) {
this.deactivateEntity = function(entityID) {
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
if (data && data["refCount"]) {
data["refCount"] = data["refCount"] - 1;