diff options
author | Brad Davis <[email protected]> | 2014-04-14 21:25:09 -0700 |
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committer | Brad Davis <[email protected]> | 2014-04-14 21:25:09 -0700 |
commit | 07d0f4d0bbf3477ac6a9584f726e8ec6ab285707 (patch) | |
tree | 1854d0c690eff32e77b137567c88a52d56d8b660 /Samples/OculusWorldDemo/Player.cpp | |
parent | f28388ff2af14b56ef2d973b2f4f9da021716d4c (diff) |
Adding windows 0.3.1 SDK
Diffstat (limited to 'Samples/OculusWorldDemo/Player.cpp')
-rw-r--r-- | Samples/OculusWorldDemo/Player.cpp | 226 |
1 files changed, 127 insertions, 99 deletions
diff --git a/Samples/OculusWorldDemo/Player.cpp b/Samples/OculusWorldDemo/Player.cpp index b910307..b2bf00e 100644 --- a/Samples/OculusWorldDemo/Player.cpp +++ b/Samples/OculusWorldDemo/Player.cpp @@ -23,135 +23,138 @@ limitations under the License. #include "Player.h" #include <Kernel/OVR_Alg.h> -Player::Player(void) - : UserEyeHeight(1.8f), - EyePos(7.7f, 1.8f, -1.0f), - EyeYaw(YawInitial), EyePitch(0), EyeRoll(0), - LastSensorYaw(0) +Player::Player() + : UserEyeHeight(1.76f - 0.15f), // 1.76 meters height (ave US male, Wikipedia), less 15 centimeters (TomF's top-of-head-to-eye distance). + BodyPos(7.7f, 1.76f - 0.15f, -1.0f), + BodyYaw(YawInitial) { MoveForward = MoveBack = MoveLeft = MoveRight = 0; GamepadMove = Vector3f(0); GamepadRotate = Vector3f(0); } +Player::~Player() +{ +} + +Vector3f Player::GetPosition() +{ + return BodyPos + Quatf(Vector3f(0,1,0), BodyYaw.Get()).Rotate(HeadPose.Position); +} + +Quatf Player::GetOrientation(bool baseOnly) +{ + Quatf baseQ = Quatf(Vector3f(0,1,0), BodyYaw.Get()); + return baseOnly ? baseQ : baseQ * HeadPose.Orientation; +} -Player::~Player(void) +Posef Player::VirtualWorldPoseFromRealPose(const Posef &sensorHeadPose) { + Quatf baseQ = Quatf(Vector3f(0,1,0), BodyYaw.Get()); + + return Posef(baseQ * sensorHeadPose.Orientation, + BodyPos + baseQ.Rotate(sensorHeadPose.Position)); } -void Player::HandleCollision(double dt, Array<Ptr<CollisionModel> >* collisionModels, - Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown) + +void Player::HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionModels, + Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown) { - if(MoveForward || MoveBack || MoveLeft || MoveRight || GamepadMove.LengthSq() > 0) + // Handle keyboard movement. + // This translates BasePos based on the orientation and keys pressed. + // Note that Pitch and Roll do not affect movement (they only affect view). + Vector3f controllerMove; + if(MoveForward || MoveBack || MoveLeft || MoveRight) { - Vector3f orientationVector; - // Handle keyboard movement. - // This translates EyePos based on Yaw vector direction and keys pressed. - // Note that Pitch and Roll do not affect movement (they only affect view). - if(MoveForward || MoveBack || MoveLeft || MoveRight) + if (MoveForward) { - Vector3f localMoveVector(0, 0, 0); - Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw); - - if (MoveForward) - { - localMoveVector = ForwardVector; - } - else if (MoveBack) - { - localMoveVector = -ForwardVector; - } - - if (MoveRight) - { - localMoveVector += RightVector; - } - else if (MoveLeft) - { - localMoveVector -= RightVector; - } + controllerMove += ForwardVector; + } + else if (MoveBack) + { + controllerMove -= ForwardVector; + } - // Normalize vector so we don't move faster diagonally. - localMoveVector.Normalize(); - orientationVector = yawRotate.Transform(localMoveVector); + if (MoveRight) + { + controllerMove += RightVector; } - else if (GamepadMove.LengthSq() > 0) + else if (MoveLeft) { - Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw); - GamepadMove.Normalize(); - orientationVector = yawRotate.Transform(GamepadMove); + controllerMove -= RightVector; } + } + else if (GamepadMove.LengthSq() > 0) + { + controllerMove = GamepadMove; + } + controllerMove = GetOrientation(bMotionRelativeToBody).Rotate(controllerMove); + controllerMove.y = 0; // Project to the horizontal plane + if (controllerMove.LengthSq() > 0) + { + // Normalize vector so we don't move faster diagonally. + controllerMove.Normalize(); + controllerMove *= OVR::Alg::Min<float>(MoveSpeed * (float)dt * (shiftDown ? 3.0f : 1.0f), 1.0f); + } - float moveLength = OVR::Alg::Min<float>(MoveSpeed * (float)dt * (shiftDown ? 3.0f : 1.0f), 1.0f); + // Compute total move direction vector and move length + Vector3f orientationVector = controllerMove; + float moveLength = orientationVector.Length(); + if (moveLength > 0) + orientationVector.Normalize(); + + float checkLengthForward = moveLength; + Planef collisionPlaneForward; + bool gotCollision = false; + + for(unsigned int i = 0; i < collisionModels->GetSize(); ++i) + { + // Checks for collisions at model base level, which should prevent us from + // slipping under walls + if (collisionModels->At(i)->TestRay(BodyPos, orientationVector, checkLengthForward, + &collisionPlaneForward)) + { + gotCollision = true; + break; + } + } - float checkLengthForward = moveLength; - Planef collisionPlaneForward; - float checkLengthLeft = moveLength; - Planef collisionPlaneLeft; - float checkLengthRight = moveLength; - Planef collisionPlaneRight; - bool gotCollision = false; - bool gotCollisionLeft = false; - bool gotCollisionRight = false; + if (gotCollision) + { + // Project orientationVector onto the plane + Vector3f slideVector = orientationVector - collisionPlaneForward.N + * (orientationVector.Dot(collisionPlaneForward.N)); - for(unsigned int i = 0; i < collisionModels->GetSize(); ++i) + // Make sure we aren't in a corner + for(unsigned int j = 0; j < collisionModels->GetSize(); ++j) { - // Checks for collisions at eye level, which should prevent us from - // slipping under walls - if (collisionModels->At(i)->TestRay(EyePos, orientationVector, checkLengthForward, - &collisionPlaneForward)) - { - gotCollision = true; - } - - Matrix4f leftRotation = Matrix4f::RotationY(45 * (Math<float>::Pi / 180.0f)); - Vector3f leftVector = leftRotation.Transform(orientationVector); - if (collisionModels->At(i)->TestRay(EyePos, leftVector, checkLengthLeft, - &collisionPlaneLeft)) - { - gotCollisionLeft = true; - } - Matrix4f rightRotation = Matrix4f::RotationY(-45 * (Math<float>::Pi / 180.0f)); - Vector3f rightVector = rightRotation.Transform(orientationVector); - if (collisionModels->At(i)->TestRay(EyePos, rightVector, checkLengthRight, - &collisionPlaneRight)) + if (collisionModels->At(j)->TestPoint(BodyPos - Vector3f(0.0f, RailHeight, 0.0f) + + (slideVector * (moveLength))) ) { - gotCollisionRight = true; + moveLength = 0; + break; } } - - if (gotCollision) + if (moveLength != 0) { - // Project orientationVector onto the plane - Vector3f slideVector = orientationVector - collisionPlaneForward.N - * (orientationVector.Dot(collisionPlaneForward.N)); - - // Make sure we aren't in a corner - for(unsigned int j = 0; j < collisionModels->GetSize(); ++j) - { - if (collisionModels->At(j)->TestPoint(EyePos - Vector3f(0.0f, RailHeight, 0.0f) + - (slideVector * (moveLength))) ) - { - moveLength = 0; - } - } - if (moveLength != 0) - { - orientationVector = slideVector; - } + orientationVector = slideVector; } - // Checks for collisions at foot level, which allows us to follow terrain - orientationVector *= moveLength; - EyePos += orientationVector; + } + // Checks for collisions at foot level, which allows us to follow terrain + orientationVector *= moveLength; + BodyPos += orientationVector; - Planef collisionPlaneDown; - float finalDistanceDown = 10; + Planef collisionPlaneDown; + float finalDistanceDown = 10; + // Only apply down if there is collision model (otherwise we get jitter). + if (groundCollisionModels->GetSize()) + { for(unsigned int i = 0; i < groundCollisionModels->GetSize(); ++i) { float checkLengthDown = 10; - if (groundCollisionModels->At(i)->TestRay(EyePos, Vector3f(0.0f, -1.0f, 0.0f), - checkLengthDown, &collisionPlaneDown)) + if (groundCollisionModels->At(i)->TestRay(BodyPos, Vector3f(0.0f, -1.0f, 0.0f), + checkLengthDown, &collisionPlaneDown)) { finalDistanceDown = Alg::Min(finalDistanceDown, checkLengthDown); } @@ -160,7 +163,32 @@ void Player::HandleCollision(double dt, Array<Ptr<CollisionModel> >* collisionMo // Maintain the minimum camera height if (UserEyeHeight - finalDistanceDown < 1.0f) { - EyePos.y += UserEyeHeight - finalDistanceDown; + BodyPos.y += UserEyeHeight - finalDistanceDown; } } + +} + + + +// Handle directional movement. Returns 'true' if movement was processed. +bool Player::HandleMoveKey(OVR::KeyCode key, bool down) +{ + switch(key) + { + // Handle player movement keys. + // We just update movement state here, while the actual translation is done in OnIdle() + // based on time. + case OVR::Key_W: MoveForward = down ? (MoveForward | 1) : (MoveForward & ~1); return true; + case OVR::Key_S: MoveBack = down ? (MoveBack | 1) : (MoveBack & ~1); return true; + case OVR::Key_A: MoveLeft = down ? (MoveLeft | 1) : (MoveLeft & ~1); return true; + case OVR::Key_D: MoveRight = down ? (MoveRight | 1) : (MoveRight & ~1); return true; + case OVR::Key_Up: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); return true; + case OVR::Key_Down: MoveBack = down ? (MoveBack | 2) : (MoveBack & ~2); return true; + case OVR::Key_Left: MoveLeft = down ? (MoveLeft | 2) : (MoveLeft & ~2); return true; + case OVR::Key_Right: MoveRight = down ? (MoveRight | 2) : (MoveRight & ~2); return true; + } + return false; } + + |