hand holding

This commit is contained in:
Jeffrey Ventrella 2013-05-10 12:52:39 -07:00
parent 1921e23c4c
commit eb49a9e4f2

View file

@ -95,6 +95,18 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
// show is we are golding 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);
@ -103,15 +115,16 @@ void AvatarTouch::render(glm::vec3 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);
*/
}
//render the beam between our hands indicting that we can reach out and grasp hands...
renderBeamBetweenHands();
//renderBeamBetweenHands();
//show that our hands are close enough to grasp..
if (_handsCloseEnoughToGrasp) {
glColor4f(0.9, 0.3, 0.3, 0.5);
renderSphereOutline(_myHandPosition, HANDS_CLOSE_ENOUGH_TO_GRASP / 3.0f, 20, cameraPosition);
renderSphereOutline(_myHandPosition, 0.030f, 20, cameraPosition);
}
// if your hand is grasping, show it...
@ -143,14 +156,16 @@ void AvatarTouch::renderBeamBetweenHands() {
glm::vec3 v1(_myHandPosition);
glm::vec3 v2(_yourHandPosition);
/*
glLineWidth(2.0);
glColor4f(0.9f, 0.9f, 0.1f, 0.7);
glBegin(GL_LINE_STRIP);
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glEnd();
*/
glColor3f(1.0f, 1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 0.0f);
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = _myHandPosition + _vectorBetweenHands * ((float)p / (float)NUM_POINTS);