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Remove dead ‘play slaps’ code
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parent
9aac74035c
commit
eb991b60ce
4 changed files with 0 additions and 71 deletions
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@ -336,7 +336,6 @@ Menu::Menu() :
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SLOT(setFilter(bool)));
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::PlaySlaps, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandsCollideWithSelf, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::ShowIKConstraints, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, true);
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@ -340,7 +340,6 @@ namespace MenuOption {
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const QString Particles = "Particles";
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const QString PasteToVoxel = "Paste to Voxel...";
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const QString PipelineWarnings = "Show Render Pipeline Warnings";
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const QString PlaySlaps = "Play Slaps";
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const QString Preferences = "Preferences...";
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const QString Quit = "Quit";
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const QString ReloadAllScripts = "Reload All Scripts";
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@ -55,76 +55,10 @@ void Hand::simulate(float deltaTime, bool isMine) {
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}
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}
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void Hand::playSlaps(PalmData& palm, Avatar* avatar) {
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// Check for palm collisions
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glm::vec3 myPalmPosition = palm.getPosition();
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float palmCollisionDistance = 0.1f;
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bool wasColliding = palm.getIsCollidingWithPalm();
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palm.setIsCollidingWithPalm(false);
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// If 'Play Slaps' is enabled, look for palm-to-palm collisions and make sound
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for (size_t j = 0; j < avatar->getHand()->getNumPalms(); j++) {
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PalmData& otherPalm = avatar->getHand()->getPalms()[j];
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if (!otherPalm.isActive()) {
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continue;
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}
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glm::vec3 otherPalmPosition = otherPalm.getPosition();
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if (glm::length(otherPalmPosition - myPalmPosition) < palmCollisionDistance) {
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palm.setIsCollidingWithPalm(true);
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if (!wasColliding) {
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const float PALM_COLLIDE_VOLUME = 1.f;
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const float PALM_COLLIDE_FREQUENCY = 1000.f;
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const float PALM_COLLIDE_DURATION_MAX = 0.75f;
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const float PALM_COLLIDE_DECAY_PER_SAMPLE = 0.01f;
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Application::getInstance()->getAudio()->startDrumSound(PALM_COLLIDE_VOLUME,
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PALM_COLLIDE_FREQUENCY,
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PALM_COLLIDE_DURATION_MAX,
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PALM_COLLIDE_DECAY_PER_SAMPLE);
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// If the other person's palm is in motion, move mine downward to show I was hit
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const float MIN_VELOCITY_FOR_SLAP = 0.05f;
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if (glm::length(otherPalm.getVelocity()) > MIN_VELOCITY_FOR_SLAP) {
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// add slapback here
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}
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}
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}
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}
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}
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// We create a static CollisionList that is recycled for each collision test.
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const float MAX_COLLISIONS_PER_AVATAR = 32;
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static CollisionList handCollisions(MAX_COLLISIONS_PER_AVATAR);
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void Hand::collideAgainstAvatarOld(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide with our own hands (that is done elsewhere)
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return;
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}
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float scaledPalmRadius = PALM_COLLISION_RADIUS * _owningAvatar->getScale();
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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continue;
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}
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if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
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playSlaps(palm, avatar);
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}
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glm::vec3 totalPenetration;
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handCollisions.clear();
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if (avatar->findSphereCollisions(palm.getPosition(), scaledPalmRadius, handCollisions)) {
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for (int j = 0; j < handCollisions.size(); ++j) {
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CollisionInfo* collision = handCollisions.getCollision(j);
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if (isMyHand) {
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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}
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}
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if (isMyHand) {
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// resolve penetration
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palm.addToPosition(-totalPenetration);
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}
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}
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}
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void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
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if (!avatar || avatar == _owningAvatar) {
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// don't collide hands against ourself (that is done elsewhere)
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@ -58,7 +58,6 @@ public:
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const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
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const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
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void collideAgainstAvatarOld(Avatar* avatar, bool isMyHand);
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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void collideAgainstOurself();
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@ -80,8 +79,6 @@ private:
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void renderLeapFingerTrails();
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void calculateGeometry();
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void playSlaps(PalmData& palm, Avatar* avatar);
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};
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#endif // hifi_Hand_h
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