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@@ -327,7 +327,7 @@ public class OculusVR implements VRAPI {
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@Override
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public Quaternion getOrientation() {
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- return quatO2J(headPose.Orientation(), new Quaternion()).inverseLocal();
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+ return quatO2J(headPose.Orientation(), new Quaternion());
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}
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@Override
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@@ -349,8 +349,6 @@ public class OculusVR implements VRAPI {
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matrixO2J(projections[eye], mat);
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- mat.transposeLocal(); // Apparently LibOVR has a different coordinate set - yay for us.
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-
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return mat;
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}
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@@ -552,6 +550,8 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Matrix4f matrixO2J(OVRMatrix4f from, Matrix4f to) {
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+ to.loadIdentity(); // For the additional columns (unless I'm badly misunderstanding matricies)
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+
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for (int x = 0; x < 4; x++) {
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for (int y = 0; y < 4; y++) {
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float val = from.M(x + y * 4); // TODO verify this
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@@ -559,6 +559,8 @@ public class OculusVR implements VRAPI {
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}
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}
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+ to.transposeLocal(); // jME vs LibOVR coordinate spaces - Yay!
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+
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return to;
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}
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@@ -570,13 +572,16 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Quaternion quatO2J(OVRQuatf from, Quaternion to) {
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+ // jME and LibOVR do their coordinate spaces differently for rotations, so flip Y and W (thanks, jMonkeyVR).
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to.set(
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from.x(),
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- from.y(),
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+ -from.y(),
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from.z(),
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- from.w()
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+ -from.w()
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);
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+ to.normalizeLocal();
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+
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return to;
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}
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@@ -588,10 +593,11 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Vector3f vecO2J(OVRVector3f from, Vector3f to) {
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+ // jME and LibOVR disagree on which way X and Z is, too.
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to.set(
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- from.x(),
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+ -from.x(),
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from.y(),
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- from.z()
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+ -from.z()
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);
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return to;
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