This commit is contained in:
Jeffrey Ventrella 2013-05-09 17:02:40 -07:00
parent 9d548c43ad
commit 6c58dbeab2
2 changed files with 9 additions and 9 deletions

View file

@ -503,12 +503,12 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
//if holding hands, apply the appropriate forces
if (_avatarTouch.getHoldingHands()) {
_handHoldingPosition +=
(
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition
- _handHoldingPosition
) * 0.1f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
glm::vec3 vector = _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition - _handHoldingPosition;
glm::vec3 force = vector * 0.1f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += force;
//_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
} else {
_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
}

View file

@ -100,19 +100,19 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
// show is we are golding hands...
if (_weAreHoldingHands) {
glColor4f(0.9, 0.3, 0.3, 0.5);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP / 3.0f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
}
//render the beam between our hands indicting that we can reach out and grasp hands...
renderBeamBetweenHands();
/*
//show that our hands are close enough to grasp..
if (_handsCloseEnoughToGrasp) {
glColor4f(0.9, 0.3, 0.3, 0.5);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP / 3.0f, 20, cameraPosition);
}
*/
// if your hand is grasping, show it...
if (_yourHandState == HAND_STATE_GRASPING) {