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/************************************************************************************
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.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:
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
Transformf 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.
Transformf VirtualWorldTransformfromRealPose(const Transformf &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;
Vector3f GamepadMove, GamepadRotate;
bool bMotionRelativeToBody;
Player();
~Player();
void HandleMovement(double dt, Array<Ptr<CollisionModel> >* collisionModels,
Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown);
};
#endif
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