made some improvements to handshake

This commit is contained in:
Jeffrey Ventrella 2013-05-10 13:04:41 -07:00
parent eb49a9e4f2
commit 939665419d

View file

@ -12,7 +12,7 @@
#include "InterfaceConfig.h"
#include "Util.h"
const float THREAD_RADIUS = 0.012;
const float THREAD_RADIUS = 0.007;
const float HANDS_CLOSE_ENOUGH_TO_GRASP = 0.2;
AvatarTouch::AvatarTouch() {
@ -118,22 +118,20 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
*/
}
//render the beam between our hands indicting that we can reach out and grasp hands...
//renderBeamBetweenHands();
//show that our hands are close enough to grasp..
if (_handsCloseEnoughToGrasp) {
glColor4f(0.9, 0.3, 0.3, 0.5);
renderSphereOutline(_myHandPosition, 0.030f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, 0.03f, 20, cameraPosition);
renderSphereOutline(_yourHandPosition, 0.03f, 20, cameraPosition);
}
// if your hand is grasping, show it...
if (_yourHandState == HAND_STATE_GRASPING) {
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);
glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
glPopMatrix();
}
}
@ -142,9 +140,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_myHandState == HAND_STATE_GRASPING) {
glPushMatrix();
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);
glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
glPopMatrix();
}
}
@ -156,16 +154,14 @@ void AvatarTouch::renderBeamBetweenHands() {
glm::vec3 v1(_myHandPosition);
glm::vec3 v2(_yourHandPosition);
/*
glLineWidth(2.0);
glColor4f(0.9f, 0.9f, 0.1f, 0.7);
glLineWidth(3.0);
glColor4f(0.9f, 0.9f, 0.1f, 0.6);
glBegin(GL_LINE_STRIP);
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glEnd();
*/
glColor3f(0.0f, 0.0f, 0.0f);
glColor3f(0.5f, 0.3f, 0.0f);
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_POINTS);