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/************************************************************************************
Filename : Player.h
Content : Player location and hit-testing logic
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 "../CommonSrc/Render/Render_Device.h"
using namespace OVR;
using namespace OVR::Render;
//-------------------------------------------------------------------------------------
// The RHS coordinate system is defines as follows (as seen in perspective view):
// Y - Up
// Z - Back
// X - Right
const Vector3f UpVector(0.0f, 1.0f, 0.0f);
const Vector3f ForwardVector(0.0f, 0.0f, -1.0f);
const Vector3f RightVector(1.0f, 0.0f, 0.0f);
// We start out looking in the positive Z (180 degree rotation).
const float YawInitial = 3.141592f;
const float Sensitivity = 1.0f;
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:
// Position and look. The following apply:
Vector3f EyePos;
float EyeHeight;
float EyeYaw; // Rotation around Y, CCW positive when looking at RHS (X,Z) plane.
float EyePitch; // Pitch. If sensor is plugged in, only read from sensor.
float EyeRoll; // Roll, only accessible from Sensor.
float LastSensorYaw; // Stores previous Yaw value from to support computing delta.
// Movement state; different bits may be set based on the state of keys.
UByte MoveForward;
UByte MoveBack;
UByte MoveLeft;
UByte MoveRight;
Vector3f GamepadMove, GamepadRotate;
Player();
~Player();
void HandleCollision(double dt, Array<Ptr<CollisionModel> >* collisionModels,
Array<Ptr<CollisionModel> >* groundCollisionModels, bool shiftDown);
};
#endif
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