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Made drumming and slaps into menu choices from ‘Hand Options’
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parent
d6efcce28e
commit
35e7cfddba
3 changed files with 59 additions and 48 deletions
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@ -374,6 +374,9 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LeapDrive, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LeapDrive, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::BallFromHand, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::VoxelDrumming, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
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QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options");
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QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options");
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@ -244,6 +244,8 @@ namespace MenuOption {
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const QString ShowAllLocalVoxels = "Show All Local Voxels";
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const QString ShowAllLocalVoxels = "Show All Local Voxels";
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const QString ShowTrueColors = "Show TRUE Colors";
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const QString ShowTrueColors = "Show TRUE Colors";
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const QString SimulateLeapHand = "Simulate Leap Hand";
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const QString SimulateLeapHand = "Simulate Leap Hand";
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const QString VoxelDrumming = "Voxel Drumming";
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const QString PlaySlaps = "Play Slaps";
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const QString SkeletonTracking = "Skeleton Tracking";
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const QString SkeletonTracking = "Skeleton Tracking";
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const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
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const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
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const QString LEDTracking = "LED Tracking";
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const QString LEDTracking = "LED Tracking";
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@ -285,7 +285,9 @@ void Hand::simulate(float deltaTime, bool isMine) {
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_lastFingerDeleteVoxel = fingerTipPosition;
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_lastFingerDeleteVoxel = fingerTipPosition;
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}
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}
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}
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}
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// Check if the finger is intersecting with a voxel in the client voxel tree
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// Voxel Drumming with fingertips if enabled
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if (Menu::getInstance()->isOptionChecked(MenuOption::VoxelDrumming)) {
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VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
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VoxelTreeElement* fingerNode = Application::getInstance()->getVoxels()->getVoxelEnclosing(
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glm::vec3(fingerTipPosition / (float)TREE_SCALE));
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glm::vec3(fingerTipPosition / (float)TREE_SCALE));
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if (fingerNode) {
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if (fingerNode) {
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@ -314,6 +316,7 @@ void Hand::simulate(float deltaTime, bool isMine) {
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}
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}
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}
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}
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}
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}
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}
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palm.setLastControllerButtons(palm.getControllerButtons());
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palm.setLastControllerButtons(palm.getControllerButtons());
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}
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}
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}
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}
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@ -338,10 +341,12 @@ void Hand::updateCollisions() {
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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Avatar* otherAvatar = (Avatar*)node->getLinkedData();
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Avatar* otherAvatar = (Avatar*)node->getLinkedData();
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if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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// Check for palm collisions
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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float palmCollisionDistance = 0.1f;
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palm.setIsCollidingWithPalm(false);
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) {
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for (int j = 0; j < otherAvatar->getHand().getNumPalms(); j++) {
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PalmData& otherPalm = otherAvatar->getHand().getPalms()[j];
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PalmData& otherPalm = otherAvatar->getHand().getPalms()[j];
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if (!otherPalm.isActive()) {
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if (!otherPalm.isActive()) {
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@ -362,6 +367,7 @@ void Hand::updateCollisions() {
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}
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}
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}
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}
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}
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glm::vec3 avatarPenetration;
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glm::vec3 avatarPenetration;
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if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
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if (otherAvatar->findSpherePenetration(palm.getPosition(), scaledPalmRadius, avatarPenetration)) {
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totalPenetration = addPenetrations(totalPenetration, avatarPenetration);
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totalPenetration = addPenetrations(totalPenetration, avatarPenetration);
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