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debug off
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1 changed files with 0 additions and 11 deletions
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@ -17,8 +17,6 @@
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#include "Util.h"
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#include "Util.h"
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#include "renderer/ProgramObject.h"
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#include "renderer/ProgramObject.h"
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#define DEBUG_HAND
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using namespace std;
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using namespace std;
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const float FINGERTIP_VOXEL_SIZE = 0.05;
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const float FINGERTIP_VOXEL_SIZE = 0.05;
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@ -111,9 +109,6 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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glm::vec3 newVelocity = NO_VELOCITY;
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glm::vec3 newVelocity = NO_VELOCITY;
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// update the particle with it's new state...
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// update the particle with it's new state...
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#ifdef DEBUG_HAND
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qDebug("Caught!\n");
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#endif
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caughtParticle->updateParticle(newPosition,
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caughtParticle->updateParticle(newPosition,
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closestParticle->getRadius(),
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closestParticle->getRadius(),
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closestParticle->getXColor(),
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closestParticle->getXColor(),
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@ -153,9 +148,6 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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if ((palm.getControllerButtons() & NEW_BALL_BUTTON) && (_toyBallInHand[handID] == false)) {
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if ((palm.getControllerButtons() & NEW_BALL_BUTTON) && (_toyBallInHand[handID] == false)) {
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_toyBallInHand[handID] = true;
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_toyBallInHand[handID] = true;
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// Create a particle on the particle server
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// Create a particle on the particle server
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#ifdef DEBUG_HAND
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qDebug("Created New Ball\n");
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#endif
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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glm::vec3 ballPosition = ballFromHand ? palm.getPosition() : fingerTipPosition;
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_ballParticleEditHandles[handID] = app->makeParticle(
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_ballParticleEditHandles[handID] = app->makeParticle(
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ballPosition / (float)TREE_SCALE,
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ballPosition / (float)TREE_SCALE,
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@ -201,9 +193,6 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
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ballVelocity = avatarRotation * ballVelocity;
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ballVelocity = avatarRotation * ballVelocity;
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ballVelocity *= THROWN_VELOCITY_SCALING;
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ballVelocity *= THROWN_VELOCITY_SCALING;
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#ifdef DEBUG_HAND
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qDebug("Threw ball, v = %.3f\n", glm::length(ballVelocity));
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#endif
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uint32_t particleInHandID = _ballParticleEditHandles[handID]->getID();
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uint32_t particleInHandID = _ballParticleEditHandles[handID]->getID();
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const Particle* particleInHand = particles->findParticleByID(particleInHandID);
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const Particle* particleInHand = particles->findParticleByID(particleInHandID);
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xColor colorForParticleInHand = particleInHand ? particleInHand->getXColor()
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xColor colorForParticleInHand = particleInHand ? particleInHand->getXColor()
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