mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 03:04:33 +02:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
2195a140fd
5 changed files with 139 additions and 108 deletions
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@ -122,7 +122,7 @@ int main(int argc, const char* argv[]) {
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// put her hand out so somebody can shake it
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eve.setHandPosition(glm::vec3(eve.getPosition()[0] - 0.2,
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0.2,
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0.25,
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eve.getPosition()[2] + 0.1));
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// read eve's audio data
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AudioInjector eveAudioInjector("/etc/highfidelity/eve/resources/eve.raw");
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@ -4,7 +4,7 @@
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//
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// Created by Philip Rosedale on 9/11/12.
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// adapted by Jeffrey Ventrella
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// Copyright (c) 2012 Physical, Inc.. All rights reserved.
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// Copyright (c) 2013 Physical, Inc.. All rights reserved.
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//
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#include <glm/glm.hpp>
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@ -20,11 +20,15 @@
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using namespace std;
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/*
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const bool BALLS_ON = false;
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const bool AVATAR_GRAVITY = true;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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//const float THRUST_MAG = 1200.0;
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const float THRUST_MAG = 0.0;
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const float YAW_MAG = 500.0; //JJV - changed from 300.0;
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const float TEST_YAW_DECAY = 5.0;
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const float LIN_VEL_DECAY = 5.0;
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@ -32,17 +36,13 @@ const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_FORCE = 6.0f;
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const float BODY_SPRING_DECAY = 16.0f;
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//const float COLLISION_FRICTION = 0.5;
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//const float COLLISION_RADIUS_SCALAR = 1.8;
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//const float COLLISION_BALL_FORCE = 0.1;
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//const float COLLISION_BODY_FORCE = 3.0;
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const float COLLISION_RADIUS_SCALAR = 1.8;
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const float COLLISION_BALL_FORCE = 0.6;
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const float COLLISION_BODY_FORCE = 6.0;
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const float COLLISION_BALL_FRICTION = 200.0;
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const float COLLISION_BODY_FRICTION = 0.5;
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*/
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float skinColor[] = {1.0, 0.84, 0.66};
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float lightBlue[] = { 0.7, 0.8, 1.0 };
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float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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@ -140,7 +140,7 @@ Avatar::Avatar(bool isMine) {
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_renderPitch = 0.0;
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_sphere = NULL;
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_interactingOther = NULL;
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_closeEnoughToHoldHands = false;
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//_canReachToOtherAvatar = false;
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_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
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initializeSkeleton();
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@ -162,7 +162,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_velocity = otherAvatar._velocity;
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_thrust = otherAvatar._thrust;
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_rotation = otherAvatar._rotation;
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_closeEnoughToHoldHands = otherAvatar._closeEnoughToHoldHands;
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//_canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar;
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_bodyYaw = otherAvatar._bodyYaw;
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_bodyPitch = otherAvatar._bodyPitch;
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_bodyRoll = otherAvatar._bodyRoll;
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@ -231,7 +231,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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_head.noise = otherAvatar._head.noise;
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initializeSkeleton();
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if (iris_texture.size() == 0) {
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@ -322,6 +321,11 @@ void Avatar::setMousePressed( bool d ) {
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}
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bool Avatar::getIsNearInteractingOther() {
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return _avatarTouch.getAbleToReachOtherAvatar();
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}
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void Avatar::simulate(float deltaTime) {
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float nearestAvatarDistance = std::numeric_limits<float>::max();
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@ -344,12 +348,14 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
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// reset hand and arm positions according to hand movement
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updateHandMovement( deltaTime );
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if ( !_closeEnoughToHoldHands ) {
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if ( !_avatarTouch.getAbleToReachOtherAvatar() ) {
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//initialize _handHolding
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_handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
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}
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_closeEnoughToHoldHands = false; // reset for the next go-round
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//reset these for the next go-round
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_avatarTouch.setAbleToReachOtherAvatar (false);
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_avatarTouch.setHandsCloseEnoughToGrasp(false);
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// if the avatar being simulated is mine, then loop through
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// all the other avatars for potential interactions...
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@ -366,23 +372,31 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
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// test other avatar hand position for proximity
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glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
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v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_SHOULDER );
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float distance = glm::length( v );
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if ( distance < nearestAvatarDistance ) { nearestAvatarDistance = distance; }
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if ( distance < _maxArmLength + _maxArmLength ) {
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//closestDistance = distance;
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_interactingOther = otherAvatar;
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_closeEnoughToHoldHands = true;
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_avatarTouch.setAbleToReachOtherAvatar(true);
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glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
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float distanceBetweenHands = glm::length(vectorBetweenHands);
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if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP) {
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_avatarTouch.setHandsCloseEnoughToGrasp(true);
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}
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// if I am holding hands with another avatar, a force is applied
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if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
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// if the hands are close enough to grasp...
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//if (distance < 0.1)
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if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP)
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{
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// apply the forces...
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glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
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glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
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@ -390,6 +404,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
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_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition;
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// apply a force to the avatar body
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if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
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_velocity += vectorToOtherHand;
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}
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@ -402,25 +417,23 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
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// Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
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//update the effects of touching another avatar
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}//if ( _isMine )
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//constrain right arm length and re-adjust elbow position as it bends
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updateArmIKAndConstraints( deltaTime );
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// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
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//if ( _interactingOther != NULL ) {
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if ( _interactingOther ) { // Brad recommended I use this method pof checking that a pointer is valid
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if ( _interactingOther ) {
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if (_isMine) {
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_avatarTouch.setMyHandPosition ( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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_avatarTouch.setYourHandPosition( _interactingOther->_handPosition );
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_avatarTouch.setYourHandPosition( _interactingOther->_bone[ AVATAR_BONE_RIGHT_HAND ].position );
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_avatarTouch.setMyHandState ( _handState );
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_avatarTouch.setYourHandState ( _interactingOther->_handState );
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_avatarTouch.simulate(deltaTime);
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}
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}
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if (!_closeEnoughToHoldHands) {
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if (!_avatarTouch.getAbleToReachOtherAvatar() ) {
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_interactingOther = NULL;
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}
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@ -498,7 +511,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
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void Avatar::updateHead(float deltaTime) {
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//apply the head lean values to the springy positions in the upper-spine...
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//apply the head lean values to the springy position...
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if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) {
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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@ -732,7 +745,6 @@ void Avatar::render(bool lookingInMirror) {
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*/
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if ( usingBigSphereCollisionTest ) {
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// show TEST big sphere
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glColor4f( 0.5f, 0.6f, 0.8f, 0.7 );
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glPushMatrix();
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@ -742,7 +754,7 @@ void Avatar::render(bool lookingInMirror) {
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glPopMatrix();
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}
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// render body
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//render body
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renderBody();
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// render head
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@ -751,12 +763,11 @@ void Avatar::render(bool lookingInMirror) {
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}
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// if this is my avatar, then render my interactions with the other avatar
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if (( _isMine ) && ( _closeEnoughToHoldHands )) {
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if ( _isMine ) {
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_avatarTouch.render();
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}
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// Render the balls
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if (_balls) {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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@ -1157,7 +1168,7 @@ void Avatar::updateSkeleton() {
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
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}
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// the following will be replaced by a proper rotation...
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// the following will be replaced by a proper rotation...close
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float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
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float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
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float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
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@ -92,8 +92,8 @@ public:
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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bool getIsNearInteractingOther() { return _closeEnoughToHoldHands; }
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bool getIsNearInteractingOther();
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float getAbsoluteHeadYaw() const;
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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@ -144,6 +144,7 @@ public:
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private:
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const bool BALLS_ON = false;
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const bool AVATAR_GRAVITY = true;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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@ -226,45 +227,43 @@ private:
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float returnSpringScale;
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};
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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bool _mousePressed;
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float _bodyPitchDelta;
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float _bodyYawDelta;
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float _bodyRollDelta;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarBone _bone[ NUM_AVATAR_BONES ];
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AvatarMode _mode;
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glm::vec3 _handHoldingPosition;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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float _speed;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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bool _transmitterIsFirstData;
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timeval _transmitterTimeLastReceived;
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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glm::vec3 _transmitterInitialReading;
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Avatar* _interactingOther;
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bool _closeEnoughToHoldHands;
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float _pelvisStandingHeight;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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bool _displayingHead; // should be false if in first-person view
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bool _returnHeadToCenter;
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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bool _mousePressed;
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float _bodyPitchDelta;
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float _bodyYawDelta;
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float _bodyRollDelta;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarBone _bone[ NUM_AVATAR_BONES ];
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AvatarMode _mode;
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glm::vec3 _handHoldingPosition;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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float _speed;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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bool _transmitterIsFirstData;
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timeval _transmitterTimeLastReceived;
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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glm::vec3 _transmitterInitialReading;
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Avatar* _interactingOther;
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float _pelvisStandingHeight;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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bool _displayingHead; // should be false if in first-person view
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bool _returnHeadToCenter;
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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|
|
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@ -11,15 +11,18 @@
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#include "AvatarTouch.h"
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#include "InterfaceConfig.h"
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const float THREAD_RADIUS = 0.007;
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const float THREAD_RADIUS = 0.012;
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AvatarTouch::AvatarTouch() {
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_myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
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_yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
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_myHandState = 0;
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_yourHandState = 0;
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_yourHandState = 0;
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||||
|
||||
_canReachToOtherAvatar = false;
|
||||
_handsCloseEnoughToGrasp = false;
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
}
|
||||
|
@ -45,43 +48,49 @@ void AvatarTouch::render() {
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|||
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||||
glm::vec3 v1( _myHandPosition );
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||||
glm::vec3 v2( _yourHandPosition );
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||||
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||||
if (_canReachToOtherAvatar) {
|
||||
// if my hand is grasping, show it...
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||||
if ( _myHandState == 1 ) {
|
||||
glPushMatrix();
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||||
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
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||||
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
|
||||
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
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glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
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||||
glPopMatrix();
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||||
}
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||||
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||||
// if your hand is grasping, show it...
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||||
if ( _yourHandState == 1 ) {
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||||
glPushMatrix();
|
||||
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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||||
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
|
||||
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
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||||
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
|
||||
glPopMatrix();
|
||||
}
|
||||
}
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||||
|
||||
// if my hand is grasping, show it...
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||||
if ( _myHandState == 1 ) {
|
||||
glPushMatrix();
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||||
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
|
||||
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
|
||||
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
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||||
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
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||||
glPopMatrix();
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||||
}
|
||||
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||||
// if your hand is grasping, show it...
|
||||
if ( _yourHandState == 1 ) {
|
||||
glPushMatrix();
|
||||
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
|
||||
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
|
||||
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
|
||||
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
glLineWidth( 2.0 );
|
||||
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3f( v1.x, v1.y, v1.z );
|
||||
glVertex3f( v2.x, v2.y, v2.z );
|
||||
glEnd();
|
||||
|
||||
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
|
||||
//show beam
|
||||
if (_handsCloseEnoughToGrasp) {
|
||||
glLineWidth( 2.0 );
|
||||
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3f( v1.x, v1.y, v1.z );
|
||||
glVertex3f( v2.x, v2.y, v2.z );
|
||||
glEnd();
|
||||
}
|
||||
|
||||
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
|
||||
|
||||
for (int p=0; p<NUM_POINTS; p++) {
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AvatarTouch::simulate (float deltaTime) {
|
||||
|
||||
glm::vec3 v = _yourHandPosition - _myHandPosition;
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
// interface
|
||||
//
|
||||
// Created by Jeffrey Ventrella
|
||||
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__AvatarTouch__
|
||||
|
@ -13,15 +13,25 @@
|
|||
|
||||
class AvatarTouch {
|
||||
public:
|
||||
|
||||
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.1;
|
||||
|
||||
AvatarTouch();
|
||||
|
||||
void simulate(float deltaTime);
|
||||
void render();
|
||||
|
||||
void setMyHandPosition ( glm::vec3 position );
|
||||
void setYourHandPosition( glm::vec3 position );
|
||||
void setMyHandState ( int state );
|
||||
void setYourHandState ( int state );
|
||||
void simulate (float deltaTime);
|
||||
void render();
|
||||
|
||||
void setAbleToReachOtherAvatar ( bool a ) { _canReachToOtherAvatar = a; }
|
||||
void setHandsCloseEnoughToGrasp( bool h ) { _handsCloseEnoughToGrasp = h; }
|
||||
|
||||
bool getAbleToReachOtherAvatar () { return _canReachToOtherAvatar; }
|
||||
bool getHandsCloseEnoughToGrasp() { return _handsCloseEnoughToGrasp; }
|
||||
|
||||
private:
|
||||
|
||||
static const int NUM_POINTS = 100;
|
||||
|
@ -31,6 +41,8 @@ private:
|
|||
glm::vec3 _yourHandPosition;
|
||||
int _myHandState;
|
||||
int _yourHandState;
|
||||
bool _canReachToOtherAvatar;
|
||||
bool _handsCloseEnoughToGrasp;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue