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Vibrations for collisions with boundaries and shape #117
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Not sure who will work on this or if it will be during overlap - but assigning both JG and JB (feel free to remove if this won't be in your boat) Not priority until JB has time dedicated to Quad haptic implementation |
This may be a bit difficult because of #15. Each vertex has a unique shape defines where it is allowed to be. That shape includes the "play area bounds" and is what makes sure the quadrilateral never becomes crossed. In addition there are checks to make sure that vertices and sides do not overlap with eachother. It may be ideal to resolve #41 first, but understand that may not fit in the timeline for this issue. |
We are moving forward with this in #127, can this actually be closed? |
Ah, I see this issue is about haptics for those events. Ill rename the issue. |
We discussed adding vibratory feedback to differentiate two cases in transforming the quad shape:
In order to make this work, we'll need to be able to distinguish when the shape is being restricted by either internal limitations (side length is too small, vertex or side have collided) or a vertex has hit the play area boundary
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