aboutsummaryrefslogtreecommitdiffstats
path: root/Samples/OculusWorldDemo/Player.cpp
blob: 64229205cf5c61906d80da0a9c17ce0bac2ad2fa (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
/************************************************************************************

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)
	: UserEyeHeight(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 (UserEyeHeight - finalDistanceDown < 1.0f)
        {
            EyePos.y += UserEyeHeight - finalDistanceDown;
        }
    }
}