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Moving "play slaps" code into its own method.
Cleaning up hand collision code in prep for more correct collisions.
This commit is contained in:
parent
4b58d04c17
commit
490b9149fa
2 changed files with 43 additions and 34 deletions
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@ -125,23 +125,8 @@ 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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// We create a static CollisionList that is recycled for each collision test.
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void Hand::playSlaps(PalmData& palm, Avatar* avatar)
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const float MAX_COLLISIONS_PER_AVATAR = 32;
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{
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static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
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void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide with our own hands (that is done elsewhere)
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return;
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}
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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}
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glm::vec3 totalPenetration;
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if (isMyHand && 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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@ -173,7 +158,28 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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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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// We create a static CollisionList that is recycled for each collision test.
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const float MAX_COLLISIONS_PER_AVATAR = 32;
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static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
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void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide with our own hands (that is done elsewhere)
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return;
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}
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}
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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}
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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playSlaps(palm, avatar);
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}
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glm::vec3 totalPenetration;
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handCollisions.clear();
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handCollisions.clear();
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
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for (int j = 0; j < handCollisions.size(); ++j) {
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for (int j = 0; j < handCollisions.size(); ++j) {
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@ -61,6 +61,9 @@ public:
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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void collideAgainstOurself();
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private:
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void playSlaps(PalmData& palm, Avatar* avatar);
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private:
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private:
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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// disallow copies of the Hand, copy of owning Avatar is disallowed too
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Hand(const Hand&);
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Hand(const Hand&);
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