Made drumming and slaps into menu choices from ‘Hand Options’

This commit is contained in:
Philip Rosedale 2013-12-17 11:20:26 -08:00
parent d6efcce28e
commit 35e7cfddba
3 changed files with 59 additions and 48 deletions

View file

@ -374,6 +374,9 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LeapDrive, 0, false); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LeapDrive, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false); addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options"); QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options");

View file

@ -244,6 +244,8 @@ namespace MenuOption {
const QString ShowAllLocalVoxels = "Show All Local Voxels"; const QString ShowAllLocalVoxels = "Show All Local Voxels";
const QString ShowTrueColors = "Show TRUE Colors"; const QString ShowTrueColors = "Show TRUE Colors";
const QString SimulateLeapHand = "Simulate Leap Hand"; const QString SimulateLeapHand = "Simulate Leap Hand";
const QString VoxelDrumming = "Voxel Drumming";
const QString PlaySlaps = "Play Slaps";
const QString SkeletonTracking = "Skeleton Tracking"; const QString SkeletonTracking = "Skeleton Tracking";
const QString SuppressShortTimings = "Suppress Timings Less than 10ms"; const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString LEDTracking = "LED Tracking"; const QString LEDTracking = "LED Tracking";

View file

@ -285,7 +285,9 @@ void Hand::simulate(float deltaTime, bool isMine) {
_lastFingerDeleteVoxel = fingerTipPosition; _lastFingerDeleteVoxel = fingerTipPosition;
} }
} }
// Check if the finger is intersecting with a voxel in the client voxel tree
// Voxel Drumming with fingertips if enabled
if (Menu::getInstance()->isOptionChecked(MenuOption::VoxelDrumming)) {
VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing( VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
glm::vec3(fingerTipPosition / (float)TREE_SCALE)); glm::vec3(fingerTipPosition / (float)TREE_SCALE));
if (fingerNode) { if (fingerNode) {
@ -314,6 +316,7 @@ void Hand::simulate(float deltaTime, bool isMine) {
} }
} }
} }
}
palm.setLastControllerButtons(palm.getControllerButtons()); palm.setLastControllerButtons(palm.getControllerButtons());
} }
} }
@ -338,10 +341,12 @@ void Hand::updateCollisions() {
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) { for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) { if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
Avatar* otherAvatar = (Avatar*)node->getLinkedData(); Avatar* otherAvatar = (Avatar*)node->getLinkedData();
if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions // Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition(); glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f; float palmCollisionDistance = 0.1f;
palm.setIsCollidingWithPalm(false); palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) { for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) {
PalmData& otherPalm = otherAvatar->getHand().getPalms()[j]; PalmData& otherPalm = otherAvatar->getHand().getPalms()[j];
if (!otherPalm.isActive()) { if (!otherPalm.isActive()) {
@ -362,6 +367,7 @@ void Hand::updateCollisions() {
} }
} }
}
glm::vec3 avatarPenetration; glm::vec3 avatarPenetration;
if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) { if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
totalPenetration = addPenetrations(totalPenetration, avatarPenetration); totalPenetration = addPenetrations(totalPenetration, avatarPenetration);