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Partial orchidectomy: removed (some of) Jeffrey's balls.
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1 changed files with 0 additions and 52 deletions
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@ -86,59 +86,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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glm::vec3 p(_yourBodyPosition);
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glm::vec3 p(_yourBodyPosition);
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p.y = 0.0005f;
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p.y = 0.0005f;
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renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
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renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
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// show if we are holding hands...
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if (_weAreHoldingHands) {
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renderBeamBetweenHands();
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/*
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glPushMatrix();
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glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.020f, 10.0f, 10.0f);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.025f, 10.0f, 10.0f);
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glColor4f(1.0, 0.0, 0.0, 0.7); glutSolidSphere(0.030f, 10.0f, 10.0f);
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glPopMatrix();
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*/
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/*
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glColor4f(0.9, 0.3, 0.3, 0.5);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
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renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.3f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.2f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP * 0.1f, 20, cameraPosition);
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*/
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}
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//show that our hands are close enough to grasp..
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if (_handsCloseEnoughToGrasp) {
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glColor4f(0.9, 0.3, 0.3, 0.5);
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renderSphereOutline(_myHandPosition, 0.03f, 20, cameraPosition);
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renderSphereOutline(_yourHandPosition, 0.03f, 20, cameraPosition);
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}
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// if your hand is grasping, show it...
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if (_yourHandState == HAND_STATE_GRASPING) {
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glPushMatrix();
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glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
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glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
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glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
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glPopMatrix();
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}
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}
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}
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// if my hand is grasping, show it...
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if (_myHandState == HAND_STATE_GRASPING) {
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glPushMatrix();
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glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
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glColor4f(1.0, 0.7, 0.8, 0.4); glutSolidSphere(0.020f, 10.0f, 10.0f);
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glColor4f(1.0, 0.7, 0.4, 0.3); glutSolidSphere(0.025f, 10.0f, 10.0f);
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glColor4f(1.0, 0.7, 0.2, 0.2); glutSolidSphere(0.030f, 10.0f, 10.0f);
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glPopMatrix();
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}
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}
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}
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