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authorBrad Davis <[email protected]>2014-10-24 12:56:30 -0700
committerBrad Davis <[email protected]>2014-10-24 12:56:30 -0700
commit496894ecced1b0a4ae5ab176902bbd0f43a31ed1 (patch)
tree8b7d4be1fc8508253d399d98da6143212ceb8f3c /Samples/OculusWorldDemo/Player.cpp
parent911239601768bacf9420ab9cfeffed7e861844ac (diff)
Updating to 0.4.3 SDK0.4.3-official
Diffstat (limited to 'Samples/OculusWorldDemo/Player.cpp')
-rw-r--r--Samples/OculusWorldDemo/Player.cpp32
1 files changed, 17 insertions, 15 deletions
diff --git a/Samples/OculusWorldDemo/Player.cpp b/Samples/OculusWorldDemo/Player.cpp
index 53ad2a6..fc90956 100644
--- a/Samples/OculusWorldDemo/Player.cpp
+++ b/Samples/OculusWorldDemo/Player.cpp
@@ -23,14 +23,21 @@ limitations under the License.
#include "Player.h"
#include <Kernel/OVR_Alg.h>
-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).
+
+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).
+ HeightScale(1.0f),
BodyPos(7.7f, 1.76f - 0.15f, -1.0f),
- BodyYaw(YawInitial)
+ BodyYaw(YawInitial),
+ HeadPose(),
+ MoveForward(0),
+ MoveBack(0),
+ MoveLeft(0),
+ MoveRight(0),
+ GamepadMove(),
+ GamepadRotate(),
+ bMotionRelativeToBody(false)
{
- MoveForward = MoveBack = MoveLeft = MoveRight = 0;
- GamepadMove = Vector3f(0);
- GamepadRotate = Vector3f(0);
}
Player::~Player()
@@ -56,7 +63,6 @@ Posef Player::VirtualWorldTransformfromRealPose(const Posef &sensorHeadPose)
BodyPos + baseQ.Rotate(sensorHeadPose.Translation));
}
-
void Player::HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionModels,
Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown)
{
@@ -145,14 +151,14 @@ void Player::HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionMod
BodyPos += orientationVector;
Planef collisionPlaneDown;
- float finalDistanceDown = 10;
+ float finalDistanceDown = GetScaledEyeHeight() + 10.0f;
// 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;
+ float checkLengthDown = GetScaledEyeHeight() + 10;
if (groundCollisionModels->At(i)->TestRay(BodyPos, Vector3f(0.0f, -1.0f, 0.0f),
checkLengthDown, &collisionPlaneDown))
{
@@ -161,16 +167,14 @@ void Player::HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionMod
}
// Maintain the minimum camera height
- if (UserEyeHeight - finalDistanceDown < 1.0f)
+ if (GetScaledEyeHeight() - finalDistanceDown < 1.0f)
{
- BodyPos.y += UserEyeHeight - finalDistanceDown;
+ BodyPos.y += GetScaledEyeHeight() - finalDistanceDown;
}
}
}
-
-
// Handle directional movement. Returns 'true' if movement was processed.
bool Player::HandleMoveKey(OVR::KeyCode key, bool down)
{
@@ -190,5 +194,3 @@ bool Player::HandleMoveKey(OVR::KeyCode key, bool down)
default: return false;
}
}
-
-