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-rw-r--r--Samples/OculusWorldDemo/Player.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/Samples/OculusWorldDemo/Player.h b/Samples/OculusWorldDemo/Player.h
index 7b45d7d..621af02 100644
--- a/Samples/OculusWorldDemo/Player.h
+++ b/Samples/OculusWorldDemo/Player.h
@@ -24,7 +24,7 @@ limitations under the License.
#ifndef OVR_WorldDemo_Player_h
#define OVR_WorldDemo_Player_h
-#include "OVR.h"
+#include "OVR_Kernel.h"
#include "Kernel/OVR_KeyCodes.h"
#include "../CommonSrc/Render/Render_Device.h"
@@ -61,7 +61,7 @@ public:
Anglef BodyYaw;
// Where the player head is positioned and oriented in the real world
- Transformf HeadPose;
+ Posef HeadPose;
// Where the avatar head is positioned and oriented in the virtual world
Vector3f GetPosition();
@@ -69,16 +69,16 @@ public:
// Returns virtual world position based on a real world head pose.
// Allows predicting eyes separately based on scanout time.
- Transformf VirtualWorldTransformfromRealPose(const Transformf &sensorHeadPose);
+ Posef VirtualWorldTransformfromRealPose(const Posef &sensorHeadPose);
// Handle directional movement. Returns 'true' if movement was processed.
bool HandleMoveKey(OVR::KeyCode key, bool down);
// Movement state; different bits may be set based on the state of keys.
- UByte MoveForward;
- UByte MoveBack;
- UByte MoveLeft;
- UByte MoveRight;
+ uint8_t MoveForward;
+ uint8_t MoveBack;
+ uint8_t MoveLeft;
+ uint8_t MoveRight;
Vector3f GamepadMove, GamepadRotate;
bool bMotionRelativeToBody;