Merge pull request #1230 from ey6es/master

Partial orchidectomy: removed (some of) Jeffrey's balls.
This commit is contained in:
Philip Rosedale 2013-11-08 14:25:01 -08:00
commit bbbf495592

View file

@ -86,59 +86,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
glm::vec3 p(_yourBodyPosition);
p.y = 0.0005f;
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
// show if we are holding hands...
if (_weAreHoldingHands) {
renderBeamBetweenHands();
/*
glPushMatrix();
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.020f, 10.0f, 10.0f);
glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.025f, 10.0f, 10.0f);
glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.030f, 10.0f, 10.0f);
glPopMatrix();
*/
/*
glColor4f(0.9, 0.3, 0.3, 0.5);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
*/
}
//show that our hands are close enough to grasp..
if (_handsCloseEnoughToGrasp) {
glColor4f(0.9, 0.3, 0.3, 0.5);
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, 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();
}
}
// if my hand is grasping, show it...
if (_myHandState == HAND_STATE_GRASPING) {
glPushMatrix();
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
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();
}
}