Remove dead ‘play slaps’ code

This commit is contained in:
Philip Rosedale 2014-05-03 09:08:26 -07:00
parent 9aac74035c
commit eb991b60ce
4 changed files with 0 additions and 71 deletions

View file

@ -336,7 +336,6 @@ Menu::Menu() :
SLOT(setFilter(bool)));
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandsCollideWithSelf, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::ShowIKConstraints, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, true);

View file

@ -340,7 +340,6 @@ namespace MenuOption {
const QString Particles = "Particles";
const QString PasteToVoxel = "Paste to Voxel...";
const QString PipelineWarnings = "Show Render Pipeline Warnings";
const QString PlaySlaps = "Play Slaps";
const QString Preferences = "Preferences...";
const QString Quit = "Quit";
const QString ReloadAllScripts = "Reload All Scripts";

View file

@ -55,76 +55,10 @@ void Hand::simulate(float deltaTime, bool isMine) {
}
}
void Hand::playSlaps(PalmData& palm, Avatar* avatar) {
// Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f;
bool wasColliding = palm.getIsCollidingWithPalm();
palm.setIsCollidingWithPalm(false);
// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
for (size_t j = 0; j < avatar->getHand()->getNumPalms(); j++) {
PalmData& otherPalm = avatar->getHand()->getPalms()[j];
if (!otherPalm.isActive()) {
continue;
}
glm::vec3 otherPalmPosition = otherPalm.getPosition();
if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
palm.setIsCollidingWithPalm(true);
if (!wasColliding) {
const float PALM_COLLIDE_VOLUME = 1.f;
const float PALM_COLLIDE_FREQUENCY = 1000.f;
const float PALM_COLLIDE_DURATION_MAX = 0.75f;
const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
PALM_COLLIDE_FREQUENCY,
PALM_COLLIDE_DURATION_MAX,
PALM_COLLIDE_DECAY_PER_SAMPLE);
// If the other person's palm is in motion, move mine downward to show I was hit
const float MIN_VELOCITY_FOR_SLAP = 0.05f;
if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
// add slapback here
}
}
}
}
}
// We create a static CollisionList that is recycled for each collision test.
const float MAX_COLLISIONS_PER_AVATAR = 32;
static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
void Hand::collideAgainstAvatarOld(Avatar* avatar, bool isMyHand) {
if (!avatar || avatar == _owningAvatar) {
// don't collide with our own hands (that is done elsewhere)
return;
}
float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {
continue;
}
if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
playSlaps(palm, avatar);
}
glm::vec3 totalPenetration;
handCollisions.clear();
if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
for (int j = 0; j < handCollisions.size(); ++j) {
CollisionInfo* collision = handCollisions.getCollision(j);
if (isMyHand) {
totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
}
}
}
if (isMyHand) {
// resolve penetration
palm.addToPosition(-totalPenetration);
}
}
}
void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
if (!avatar || avatar == _owningAvatar) {
// don't collide hands against ourself (that is done elsewhere)

View file

@ -58,7 +58,6 @@ public:
const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
void collideAgainstAvatarOld(Avatar* avatar, bool isMyHand);
void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
void collideAgainstOurself();
@ -80,8 +79,6 @@ private:
void renderLeapFingerTrails();
void calculateGeometry();
void playSlaps(PalmData& palm, Avatar* avatar);
};
#endif // hifi_Hand_h