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Fixed styling errors
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parent
efc2dfb68f
commit
aac372cc8a
1 changed files with 68 additions and 68 deletions
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@ -32,7 +32,7 @@ var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to thei
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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 NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000, z: 1000};
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var LINE_LENGTH = 500;
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@ -133,55 +133,55 @@ function MyController(hand, triggerAction) {
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var _this = this;
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this.update = function () {
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this.update = function() {
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this.updateSmoothedTrigger();
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switch (this.state) {
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CONTINUE_DISTANCE_HOLDING:
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this.continueDistanceHolding();
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break;
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case STATE_NEAR_GRABBING:
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this.nearGrabbing();
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break;
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case STATE_CONTINUE_NEAR_GRABBING:
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this.continueNearGrabbing();
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break;
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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this.nearGrabbingNonColliding();
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break;
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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break;
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case STATE_FAR_GRABBING_NON_COLLIDING:
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this.farGrabbingNonColliding();
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break;
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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this.continueFarGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CONTINUE_DISTANCE_HOLDING:
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this.continueDistanceHolding();
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break;
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case STATE_NEAR_GRABBING:
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this.nearGrabbing();
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break;
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case STATE_CONTINUE_NEAR_GRABBING:
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this.continueNearGrabbing();
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break;
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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this.nearGrabbingNonColliding();
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break;
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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break;
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case STATE_FAR_GRABBING_NON_COLLIDING:
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this.farGrabbingNonColliding();
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break;
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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this.continueFarGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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}
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};
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this.setState = function (newState) {
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this.setState = function(newState) {
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// print("STATE: " + this.state + " --> " + newState);
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this.state = newState;
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}
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this.lineOn = function (closePoint, farPoint, color) {
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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this.pointer = Entities.addEntity({
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@ -205,41 +205,41 @@ function MyController(hand, triggerAction) {
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};
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this.lineOff = function () {
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this.lineOff = function() {
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if (this.pointer !== null) {
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Entities.deleteEntity(this.pointer);
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}
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this.pointer = null;
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};
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this.updateSmoothedTrigger = function () {
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this.updateSmoothedTrigger = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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}
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this.triggerSmoothedSqueezed = function () {
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this.triggerSmoothedSqueezed = function() {
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return this.triggerValue > TRIGGER_ON_VALUE;
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};
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this.triggerSmoothedReleased = function () {
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this.triggerSmoothedReleased = function() {
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return this.triggerValue < TRIGGER_OFF_VALUE;
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};
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this.triggerSqueezed = function () {
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this.triggerSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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};
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this.off = function () {
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this.off = function() {
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if (this.triggerSmoothedSqueezed()) {
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this.setState(STATE_SEARCHING);
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return;
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}
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}
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this.search = function () {
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this.search = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -322,13 +322,12 @@ function MyController(hand, triggerAction) {
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}
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};
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this.distanceHolding = function () {
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this.distanceHolding = function() {
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
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"gravity", "ignoreForCollisions"
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]);
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"gravity", "ignoreForCollisions"]);
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// add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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@ -366,7 +365,7 @@ function MyController(hand, triggerAction) {
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};
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this.continueDistanceHolding = function () {
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this.continueDistanceHolding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -446,7 +445,7 @@ function MyController(hand, triggerAction) {
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});
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};
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this.nearGrabbing = function () {
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this.nearGrabbing = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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@ -455,7 +454,8 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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var handRotation = this.getHandRotation();
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@ -494,7 +494,7 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = Date.now();
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};
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this.continueNearGrabbing = function () {
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this.continueNearGrabbing = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -523,7 +523,7 @@ function MyController(hand, triggerAction) {
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});
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};
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this.nearGrabbingNonColliding = function () {
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this.nearGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -537,7 +537,7 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
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};
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this.farGrabbingNonColliding = function () {
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this.farGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -552,7 +552,7 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING);
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};
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this.continueNearGrabbingNonColliding = function () {
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this.continueNearGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -561,7 +561,7 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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};
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this.continueFarGrabbingNonColliding = function () {
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this.continueFarGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -578,7 +578,7 @@ function MyController(hand, triggerAction) {
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};
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_this.allTouchedIDs = {};
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this.touchTest = function () {
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this.touchTest = function() {
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var maxDistance = 0.05;
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var leftHandPosition = MyAvatar.getLeftPalmPosition();
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var rightHandPosition = MyAvatar.getRightPalmPosition();
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@ -587,19 +587,19 @@ function MyController(hand, triggerAction) {
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var ids = [];
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if (leftEntities.length !== 0) {
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leftEntities.forEach(function (entity) {
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leftEntities.forEach(function(entity) {
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ids.push(entity);
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});
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}
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if (rightEntities.length !== 0) {
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rightEntities.forEach(function (entity) {
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rightEntities.forEach(function(entity) {
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ids.push(entity);
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});
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}
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ids.forEach(function (id) {
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ids.forEach(function(id) {
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var props = Entities.getEntityProperties(id, ["boundingBox", "name"]);
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if (props.name === 'pointer') {
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@ -632,19 +632,19 @@ function MyController(hand, triggerAction) {
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};
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this.startTouch = function (entityID) {
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this.startTouch = function(entityID) {
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Entities.callEntityMethod(entityID, "startTouch");
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};
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this.continueTouch = function (entityID) {
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this.continueTouch = function(entityID) {
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Entities.callEntityMethod(entityID, "continueTouch");
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};
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this.stopTouch = function (entityID) {
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this.stopTouch = function(entityID) {
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Entities.callEntityMethod(entityID, "stopTouch");
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};
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this.computeReleaseVelocity = function (deltaPosition, deltaTime, useMultiplier) {
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this.computeReleaseVelocity = function(deltaPosition, deltaTime, useMultiplier) {
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if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) {
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var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
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// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
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@ -661,7 +661,7 @@ function MyController(hand, triggerAction) {
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}
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};
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this.release = function () {
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this.release = function() {
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this.lineOff();
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@ -685,11 +685,11 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_OFF);
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};
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this.cleanup = function () {
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this.cleanup = function() {
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this.release();
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};
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this.activateEntity = function (entityID, grabbedProperties) {
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this.activateEntity = function(entityID, grabbedProperties) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data["activated"] = true;
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data["avatarId"] = MyAvatar.sessionUUID;
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@ -710,7 +710,7 @@ function MyController(hand, triggerAction) {
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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this.deactivateEntity = function (entityID) {
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this.deactivateEntity = function(entityID) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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if (data && data["refCount"]) {
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data["refCount"] = data["refCount"] - 1;
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