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https://github.com/overte-org/overte.git
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add fade effect to voxel add and delete, fix crash with audio injector
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4c9467a806
commit
facc9e1ee7
2 changed files with 100 additions and 69 deletions
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@ -3702,6 +3702,62 @@ void Application::shiftPaintingColor() {
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}
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void Application::injectVoxelAddedSoundEffect() {
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(11025);
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if (voxelInjector) {
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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//voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
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voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
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/* for (int i = 0; i
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< 22050; i++) {
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if (i % 4 == 0) {
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voxelInjector->addSample(4000);
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} else if (i % 4 == 1) {
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voxelInjector->addSample(0);
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} else if (i % 4 == 2) {
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voxelInjector->addSample(-4000);
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} else {
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voxelInjector->addSample(0);
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}
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*/
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const float BIG_VOXEL_MIN_SIZE = .01f;
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for (int i = 0; i < 11025; i++) {
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/*
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A440 square wave
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if (sin(i * 2 * PIE / 50)>=0) {
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voxelInjector->addSample(4000);
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} else {
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voxelInjector->addSample(-4000);
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}
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*/
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if (_mouseVoxel.s > BIG_VOXEL_MIN_SIZE) {
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voxelInjector->addSample(20000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 200))));
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} else {
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voxelInjector->addSample(16000 * sin(i / (1.5 * log (_mouseVoxel.s / .0001) * ((i + 11025) / 5512.5)))); //808
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}
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}
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//voxelInjector->addSample(32500 * sin(i/(2 * 1 * ((i+5000)/5512.5)))); //80
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//voxelInjector->addSample(20000 * sin(i/(6 * (_mouseVoxel.s/.001) *((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(20000 * sin(i/(6 * ((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50)); //A440 sine wave
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50) * sin (i/500)); //A440 sine wave with amplitude modulation
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//FM library
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(500*sin((i+1)/200)))); //FM 1 dubstep
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(300*sin((i+1)/5.0)))); //FM 2 flange sweep
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//voxelInjector->addSample(10000 * sin((i * 2 * PIE) /(500*sin((i+1)/500.0)))); //FM 3 resonant pulse
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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}
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bool Application::maybeEditVoxelUnderCursor() {
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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if (_mouseVoxel.s != 0) {
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@ -3712,65 +3768,35 @@ bool Application::maybeEditVoxelUnderCursor() {
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// Implement voxel fade effect
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VoxelFade fade(VoxelFade::FADE_OUT, 1.0f, 1.0f, 1.0f);
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const float VOXEL_BOUNDS_ADJUST = 0.01f;
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float slightlyBigger = _mouseVoxel.s * VOXEL_BOUNDS_ADJUST;
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fade.voxelDetails.x = _mouseVoxel.x - slightlyBigger;
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fade.voxelDetails.y = _mouseVoxel.y - slightlyBigger;
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fade.voxelDetails.z = _mouseVoxel.z - slightlyBigger;
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fade.voxelDetails.s = _mouseVoxel.s + slightlyBigger + slightlyBigger;
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_voxelFades.push_back(fade);
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// inject a sound effect
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injectVoxelAddedSoundEffect();
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// remember the position for drag detection
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_justEditedVoxel = true;
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(11025);
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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//_myAvatar.getPosition()
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// voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
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voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
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/* for (int i = 0; i
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< 22050; i++) {
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if (i % 4 == 0) {
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voxelInjector->addSample(4000);
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} else if (i % 4 == 1) {
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voxelInjector->addSample(0);
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} else if (i % 4 == 2) {
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voxelInjector->addSample(-4000);
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} else {
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voxelInjector->addSample(0);
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}
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*/
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const float BIG_VOXEL_MIN_SIZE = .01f;
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for (int i = 0; i < 11025; i++) {
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/*
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A440 square wave
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if (sin(i * 2 * PIE / 50)>=0) {
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voxelInjector->addSample(4000);
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} else {
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voxelInjector->addSample(-4000);
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}
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*/
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if (_mouseVoxel.s > BIG_VOXEL_MIN_SIZE) {
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voxelInjector->addSample(20000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 200))));
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} else {
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voxelInjector->addSample(16000 * sin(i / (1.5 * log (_mouseVoxel.s / .0001) * ((i + 11025) / 5512.5)))); //808
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}
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}
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//voxelInjector->addSample(32500 * sin(i/(2 * 1 * ((i+5000)/5512.5)))); //80
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//voxelInjector->addSample(20000 * sin(i/(6 * (_mouseVoxel.s/.001) *((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(20000 * sin(i/(6 * ((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50)); //A440 sine wave
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50) * sin (i/500)); //A440 sine wave with amplitude modulation
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//FM library
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(500*sin((i+1)/200)))); //FM 1 dubstep
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(300*sin((i+1)/5.0)))); //FM 2 flange sweep
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//voxelInjector->addSample(10000 * sin((i * 2 * PIE) /(500*sin((i+1)/500.0)))); //FM 3 resonant pulse
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
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const float VOXEL_BOUNDS_ADJUST = 0.01f;
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float slightlyBigger = _mouseVoxel.s * VOXEL_BOUNDS_ADJUST;
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fade.voxelDetails.x = _mouseVoxel.x - slightlyBigger;
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fade.voxelDetails.y = _mouseVoxel.y - slightlyBigger;
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fade.voxelDetails.z = _mouseVoxel.z - slightlyBigger;
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fade.voxelDetails.s = _mouseVoxel.s + slightlyBigger + slightlyBigger;
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_voxelFades.push_back(fade);
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} else if (_eyedropperMode->isChecked()) {
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eyedropperVoxelUnderCursor();
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} else {
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@ -3785,17 +3811,20 @@ void Application::deleteVoxelUnderCursor() {
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// sending delete to the server is sufficient, server will send new version so we see updates soon enough
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sendVoxelEditMessage(PACKET_TYPE_ERASE_VOXEL, _mouseVoxel);
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(5000);
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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// voxelInjector->setBearing(0); //straight down the z axis
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voxelInjector->setVolume (255); //255 is max, and also default value
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for (int i = 0; i < 5000; i++) {
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voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
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//voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
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if (voxelInjector) {
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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//voxelInjector->setBearing(0); //straight down the z axis
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voxelInjector->setVolume (255); //255 is max, and also default value
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for (int i = 0; i < 5000; i++) {
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voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
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//voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
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}
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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// remember the position for drag detection
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_justEditedVoxel = true;
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@ -3907,10 +3936,6 @@ void Application::nodeKilled(Node* node) {
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jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
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// Add the jurisditionDetails object to the list of "fade outs"
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const float NODE_KILLED_RED = 1.0f;
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const float NODE_KILLED_GREEN = 0.0f;
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const float NODE_KILLED_BLUE = 0.0f;
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VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
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fade.voxelDetails = jurisditionDetails;
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_voxelFades.push_back(fade);
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@ -3937,10 +3962,6 @@ int Application::parseVoxelStats(unsigned char* messageData, ssize_t messageLeng
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jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
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// Add the jurisditionDetails object to the list of "fade outs"
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const float NODE_ADDED_RED = 0.0f;
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const float NODE_ADDED_GREEN = 1.0f;
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const float NODE_ADDED_BLUE = 0.0f;
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VoxelFade fade(VoxelFade::FADE_OUT, NODE_ADDED_RED, NODE_ADDED_GREEN, NODE_ADDED_BLUE);
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fade.voxelDetails = jurisditionDetails;
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_voxelFades.push_back(fade);
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@ -60,6 +60,15 @@ class QWheelEvent;
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class Node;
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class ProgramObject;
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static const float NODE_ADDED_RED = 0.0f;
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static const float NODE_ADDED_GREEN = 1.0f;
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static const float NODE_ADDED_BLUE = 0.0f;
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static const float NODE_KILLED_RED = 1.0f;
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static const float NODE_KILLED_GREEN = 0.0f;
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static const float NODE_KILLED_BLUE = 0.0f;
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class Application : public QApplication, public NodeListHook {
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Q_OBJECT
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@ -240,6 +249,7 @@ private:
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void deleteVoxelUnderCursor();
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void eyedropperVoxelUnderCursor();
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void resetSensors();
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void injectVoxelAddedSoundEffect();
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void setMenuShortcutsEnabled(bool enabled);
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