fix beats getting bigger
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@@ -192,6 +192,7 @@ AFRAME.registerComponent('beat', {
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this.setObjModelFromTemplate(blockEl, this.models[this.data.type]);
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// Model is 0.29 size. We make it 1.0 so we can easily scale based on 1m size.
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blockEl.object3D.scale.set(1, 1, 1);
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blockEl.object3D.scale.multiplyScalar(3.45).multiplyScalar(this.data.size);
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if (this.data.type === 'mine') {
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@@ -288,7 +289,10 @@ AFRAME.registerComponent('beat', {
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fragment.visible = false;
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fragment.position.set(0, 0, 0);
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fragment.scale.set(1, 1, 1);
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fragment.speed.set(Math.random() * 5 - 2.5, Math.random() * 5 - 2.5, Math.random() * 5 - 2.5);
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fragment.speed.set(
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Math.random() * 5 - 2.5,
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Math.random() * 5 - 2.5,
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Math.random() * 5 - 2.5);
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}
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return;
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}
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@@ -566,7 +570,8 @@ AFRAME.registerComponent('beat', {
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const hand = saberEls[i].getAttribute('saber-controls').hand;
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if (hitBoundingBox && saberBoundingBox.intersectsBox(hitBoundingBox)) {
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if (saberEls[i].components['saber-controls'].swinging && this.data.color === saberColors[hand]) {
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if (saberEls[i].components['saber-controls'].swinging &&
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this.data.color === saberColors[hand]) {
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saberControls = saberEls[i].components['saber-controls'];
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this.hitHand = hand;
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this.hitSaberEl = saberEls[i];
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@@ -611,7 +616,8 @@ AFRAME.registerComponent('beat', {
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this.hitSaberEl = saberEls[i];
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this.hitSaberEl.addEventListener('strokeend', this.onEndStroke);
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saberControls = saberEls[i].components['saber-controls'];
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maxAngle = Math.max(saberControls.maxAnglePlaneX, saberControls.maxAnglePlaneY, saberControls.maxAnglePlaneXY);
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maxAngle = Math.max(saberControls.maxAnglePlaneX, saberControls.maxAnglePlaneY,
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saberControls.maxAnglePlaneXY);
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this.hitHand = hand;
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this.angleBeforeHit = maxAngle;
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saberControls.maxAnglePlaneX = 0;
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@@ -639,12 +645,12 @@ AFRAME.registerComponent('beat', {
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}
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hitEventDetail.angleBeforeHit = this.angleBeforeHit * 180 / Math.PI;
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hitEventDetail.angleAfterHit = maxAngle * 180 / Math.PI;
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console.log("MAX ANGLE BEORE: " + this.angleBeforeHit * 180 / Math.PI);
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console.log("MAX ANGLE AFTER: " + maxAngle * 180 / Math.PI);
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// console.log("MAX ANGLE BEORE: " + this.angleBeforeHit * 180 / Math.PI);
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// console.log("MAX ANGLE AFTER: " + maxAngle * 180 / Math.PI);
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this.hitSaberEl.removeEventListener('strokeend', this.onEndStroke);
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this.el.emit('beathit', hitEventDetail, true);
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this.el.emit(`beathit${this.hitHand}`, null, true);
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this.el.emit(`beathit${this.hitHand}`, null, true);
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},
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/**
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