Oculus Touch: More accurate spin on thrown objects

The internal computation of angular velocity was incorrect.
Apparently, the ovrPoseStatef.AngularRotation is not in sensor frame but local to the controller rotation.
This commit is contained in:
Anthony J. Thibault 2018-01-08 15:28:59 -08:00
parent f4c38b91b3
commit dd0e57026e

View file

@ -262,7 +262,7 @@ controller::Pose ovrControllerPoseToHandPose(
pose.translation = toGlm(handPose.ThePose.Position);
pose.translation += rotation * translationOffset;
pose.rotation = rotation * rotationOffset;
pose.angularVelocity = toGlm(handPose.AngularVelocity);
pose.angularVelocity = rotation * toGlm(handPose.AngularVelocity);
pose.velocity = toGlm(handPose.LinearVelocity);
pose.valid = true;
return pose;