Removing magic numbers, but still only supporting 2 hands (the SkeletonModel currently has two hands hardcoded).

This commit is contained in:
Andrew Meadows 2014-01-15 16:59:49 -08:00
parent 76e8eb2bfc
commit 989b733de6

View file

@ -617,8 +617,9 @@ void Hand::renderLeapHands(bool isMine) {
} }
// Draw the hand paddles // Draw the hand paddles
int MAX_NUM_PADDLES = 2; // one for left and one for right
glColor4f(handColor.r, handColor.g, handColor.b, 0.3f); glColor4f(handColor.r, handColor.g, handColor.b, 0.3f);
for (int i = 0; i < 2; i++) { for (int i = 0; i < MAX_NUM_PADDLES; i++) {
const PalmData* palm = getPalm(i); const PalmData* palm = getPalm(i);
if (palm) { if (palm) {
// compute finger axis // compute finger axis
@ -634,9 +635,9 @@ void Hand::renderLeapHands(bool isMine) {
} }
// compute paddle position // compute paddle position
glm::vec3 handPosition; glm::vec3 handPosition;
if (i == 0) { if (i == SIXENSE_CONTROLLER_ID_LEFT_HAND) {
_owningAvatar->getSkeletonModel().getLeftHandPosition(handPosition); _owningAvatar->getSkeletonModel().getLeftHandPosition(handPosition);
} else { } else if (i == SIXENSE_CONTROLLER_ID_RIGHT_HAND) {
_owningAvatar->getSkeletonModel().getRightHandPosition(handPosition); _owningAvatar->getSkeletonModel().getRightHandPosition(handPosition);
} }
glm::vec3 tip = handPosition + HAND_PADDLE_OFFSET * fingerAxis; glm::vec3 tip = handPosition + HAND_PADDLE_OFFSET * fingerAxis;