/************************************************************************************ Filename : Player.h Content : Avatar movement and collision detection 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. *************************************************************************************/ #ifndef OVR_WorldDemo_Player_h #define OVR_WorldDemo_Player_h #include "OVR_Kernel.h" #include "Kernel/OVR_KeyCodes.h" #include "../CommonSrc/Render/Render_Device.h" using namespace OVR; using namespace OVR::Render; //------------------------------------------------------------------------------------- // The RHS coordinate system is assumed. const Vector3f RightVector(1.0f, 0.0f, 0.0f); const Vector3f UpVector(0.0f, 1.0f, 0.0f); const Vector3f ForwardVector(0.0f, 0.0f, -1.0f); // -1 because HMD looks along -Z at identity orientation const float YawInitial = 0.0f; const float Sensitivity = 0.3f; // low sensitivity to ease people into it gently. const float MoveSpeed = 3.0f; // m/s // These are used for collision detection const float RailHeight = 0.8f; //------------------------------------------------------------------------------------- // ***** Player // Player class describes position and movement state of the player in the 3D world. class Player { public: // 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); // Handle directional movement. Returns 'true' if movement was processed. bool HandleMoveKey(OVR::KeyCode key, bool down); void HandleMovement(double dt, Array >* collisionModels, Array >* 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; }; #endif