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+/************************************************************************************
+
+Filename : Player.cpp
+Content : Player location and hit-testing logic source
+Created : October 4, 2012
+
+Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#include "Player.h"
+#include <Kernel/OVR_Alg.h>
+
+Player::Player(void)
+ : EyeHeight(1.8f),
+ EyePos(7.7f, 1.8f, -1.0f),
+ EyeYaw(YawInitial), EyePitch(0), EyeRoll(0),
+ LastSensorYaw(0)
+{
+ MoveForward = MoveBack = MoveLeft = MoveRight = 0;
+ GamepadMove = Vector3f(0);
+ GamepadRotate = Vector3f(0);
+}
+
+
+Player::~Player(void)
+{
+}
+
+void Player::HandleCollision(double dt, Array<Ptr<CollisionModel> >* collisionModels,
+ Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown)
+{
+ if(MoveForward || MoveBack || MoveLeft || MoveRight || GamepadMove.LengthSq() > 0)
+ {
+ 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)
+ {
+ 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;
+ }
+
+ // Normalize vector so we don't move faster diagonally.
+ localMoveVector.Normalize();
+ orientationVector = yawRotate.Transform(localMoveVector);
+ }
+ else if (GamepadMove.LengthSq() > 0)
+ {
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+ GamepadMove.Normalize();
+ orientationVector = yawRotate.Transform(GamepadMove);
+ }
+
+ float moveLength = OVR::Alg::Min<float>(MoveSpeed * (float)dt * (shiftDown ? 3.0f : 1.0f), 1.0f);
+
+ float checkLengthForward = moveLength;
+ Planef collisionPlaneForward;
+ float checkLengthLeft = moveLength;
+ Planef collisionPlaneLeft;
+ float checkLengthRight = moveLength;
+ Planef collisionPlaneRight;
+ bool gotCollision = false;
+ bool gotCollisionLeft = false;
+ bool gotCollisionRight = false;
+
+ for(unsigned int i = 0; i < collisionModels->GetSize(); ++i)
+ {
+ // 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))
+ {
+ gotCollisionRight = true;
+ }
+ }
+
+ if (gotCollision)
+ {
+ // Project orientationVector onto the plane
+ Vector3f slideVector = orientationVector - collisionPlaneForward.N
+ * (orientationVector * 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;
+ }
+ }
+ // Checks for collisions at foot level, which allows us to follow terrain
+ orientationVector *= moveLength;
+ EyePos += orientationVector;
+
+ Planef collisionPlaneDown;
+ float finalDistanceDown = 10;
+
+ 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))
+ {
+ finalDistanceDown = Alg::Min(finalDistanceDown, checkLengthDown);
+ }
+ }
+
+ // Maintain the minimum camera height
+ if (EyeHeight - finalDistanceDown < 1.0f)
+ {
+ EyePos.y += EyeHeight - finalDistanceDown;
+ }
+ }
+}