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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.h
parent911239601768bacf9420ab9cfeffed7e861844ac (diff)
Updating to 0.4.3 SDK0.4.3-official
Diffstat (limited to 'Samples/OculusWorldDemo/Player.h')
-rw-r--r--Samples/OculusWorldDemo/Player.h51
1 files changed, 28 insertions, 23 deletions
diff --git a/Samples/OculusWorldDemo/Player.h b/Samples/OculusWorldDemo/Player.h
index 621af02..feae150 100644
--- a/Samples/OculusWorldDemo/Player.h
+++ b/Samples/OculusWorldDemo/Player.h
@@ -52,40 +52,45 @@ const float RailHeight = 0.8f;
class Player
{
public:
-
- float UserEyeHeight;
-
- // Where the avatar coordinate system (and body) is positioned and oriented in the virtual world
- // Modified by gamepad/mouse input
- Vector3f BodyPos;
- Anglef BodyYaw;
-
- // Where the player head is positioned and oriented in the real world
- Posef HeadPose;
-
// Where the avatar head is positioned and oriented in the virtual world
Vector3f GetPosition();
Quatf GetOrientation(bool baseOnly = false);
// Returns virtual world position based on a real world head pose.
// Allows predicting eyes separately based on scanout time.
- Posef VirtualWorldTransformfromRealPose(const Posef &sensorHeadPose);
+ Posef VirtualWorldTransformfromRealPose(const Posef &sensorHeadPose);
// Handle directional movement. Returns 'true' if movement was processed.
bool HandleMoveKey(OVR::KeyCode key, bool down);
+ void HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionModels,
+ Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown);
+
+ float GetScaledEyeHeight() { return UserEyeHeight * HeightScale; }
+
+ Player();
+ ~Player();
+
+public:
+ // User parameters
+ float UserEyeHeight;
+ float HeightScale;
+
+ // Where the avatar coordinate system (and body) is positioned and oriented in the virtual world
+ // Modified by gamepad/mouse input
+ Vector3f BodyPos;
+ Anglef BodyYaw;
+
+ // Where the player head is positioned and oriented in the real world
+ Posef HeadPose;
+
// Movement state; different bits may be set based on the state of keys.
- uint8_t MoveForward;
- uint8_t MoveBack;
- uint8_t MoveLeft;
- uint8_t MoveRight;
- Vector3f GamepadMove, GamepadRotate;
- bool bMotionRelativeToBody;
-
- Player();
- ~Player();
- void HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionModels,
- Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown);
+ uint8_t MoveForward;
+ uint8_t MoveBack;
+ uint8_t MoveLeft;
+ uint8_t MoveRight;
+ Vector3f GamepadMove, GamepadRotate;
+ bool bMotionRelativeToBody;
};
#endif