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don’t render toy ball if hand controller trigger not pressed at all
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2d30bf0d93
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2 changed files with 7 additions and 1 deletions
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@ -42,6 +42,7 @@ Hand::Hand(Avatar* owningAvatar) :
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_toyBallVelocity(0),
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_toyBallInHand(false),
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_hasToyBall(false),
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_toyBallShouldRender(false),
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_ballParticleEditHandle(NULL),
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_pitchUpdate(0)
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{
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@ -61,9 +62,11 @@ void Hand::reset() {
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}
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void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, float deltaTime) {
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// Is the controller button being held down....
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if (palm.getControllerButtons() & BUTTON_FWD) {
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// If grabbing toy ball, add forces to it.
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_toyBallShouldRender = true;
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// If we don't currently have a ball in hand, then create it...
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if (!_toyBallInHand) {
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@ -357,7 +360,8 @@ void Hand::render( bool isMine) {
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}
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// Render toy ball
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if (isMine) {
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if (isMine && _toyBallShouldRender) {
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glPushMatrix();
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glColor3f(1, 0, 0);
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glTranslatef(_toyBallPosition.x, _toyBallPosition.y, _toyBallPosition.z);
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@ -100,6 +100,8 @@ private:
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glm::vec3 _toyBallVelocity;
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bool _toyBallInHand;
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bool _hasToyBall;
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bool _toyBallShouldRender;
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ParticleEditHandle* _ballParticleEditHandle;
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float _pitchUpdate;
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