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Merge pull request #786 from Ventrella/particles
Added member variables to Hand.cpp to manage rave glove mode switching
This commit is contained in:
commit
e5de67152e
3 changed files with 26 additions and 13 deletions
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@ -2572,7 +2572,7 @@ void Application::update(float deltaTime) {
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if (_renderParticleSystemOn->isChecked()) {
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updateParticleSystem(deltaTime);
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}
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}
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}
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void Application::updateAvatar(float deltaTime) {
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@ -42,6 +42,9 @@ void Hand::init() {
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else {
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_ballColor = glm::vec3(0.0, 0.0, 0.4);
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}
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_raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FIRE;
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_raveGloveEffectsModeChanged = false;
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}
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void Hand::reset() {
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@ -51,6 +54,11 @@ void Hand::reset() {
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void Hand::simulate(float deltaTime, bool isMine) {
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if (_isRaveGloveActive) {
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if (_raveGloveEffectsModeChanged) {
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setRaveGloveMode(_raveGloveEffectsMode);
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_raveGloveEffectsModeChanged = false;
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}
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updateRaveGloveParticles(deltaTime);
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}
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}
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@ -106,18 +114,21 @@ void Hand::calculateGeometry() {
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}
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void Hand::setRaveGloveEffectsMode(QKeyEvent* event) {
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_raveGloveEffectsModeChanged = true;
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switch (event->key()) {
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case Qt::Key_0: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR); break;
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case Qt::Key_1: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_TRAILS ); break;
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case Qt::Key_2: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FIRE ); break;
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case Qt::Key_3: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_WATER ); break;
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case Qt::Key_4: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FLASHY ); break;
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case Qt::Key_5: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_BOZO_SPARKLER ); break;
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case Qt::Key_6: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER ); break;
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case Qt::Key_7: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_SNAKE ); break;
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case Qt::Key_8: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_PULSE ); break;
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case Qt::Key_9: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_THROB ); break;
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case Qt::Key_0: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR; break;
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case Qt::Key_1: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_TRAILS; break;
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case Qt::Key_2: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FIRE; break;
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case Qt::Key_3: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_WATER; break;
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case Qt::Key_4: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FLASHY; break;
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case Qt::Key_5: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_BOZO_SPARKLER; break;
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case Qt::Key_6: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER; break;
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case Qt::Key_7: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_SNAKE; break;
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case Qt::Key_8: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_PULSE; break;
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case Qt::Key_9: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_THROB; break;
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};
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}
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@ -349,7 +360,6 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
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}
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void Hand::setRaveGloveMode(int mode) {
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_raveGloveMode = mode;
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@ -60,6 +60,8 @@ private:
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float _raveGloveClock;
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bool _raveGloveInitialized;
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int _raveGloveEmitter[NUM_FINGERS];
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int _raveGloveEffectsMode;
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bool _raveGloveEffectsModeChanged;
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Avatar* _owningAvatar;
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float _renderAlpha;
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@ -72,8 +74,9 @@ private:
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void setLeapHands(const std::vector<glm::vec3>& handPositions,
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const std::vector<glm::vec3>& handNormals);
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void renderRaveGloveStage();
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virtual void setRaveGloveMode(int mode);
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void renderRaveGloveStage();
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void renderLeapHandSpheres();
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void renderLeapHands();
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void renderLeapHand(PalmData& hand);
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