From 8fbbb26b15b89a264a88ec1264f0c5a6e59ca029 Mon Sep 17 00:00:00 2001 From: Sam Gondelman Date: Mon, 6 Jul 2015 17:04:28 -0700 Subject: [PATCH] vertical hand offset (temporary) --- .../input-plugins/src/input-plugins/ViveControllerManager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp b/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp index 0316961f7c..c4c5513092 100644 --- a/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp +++ b/libraries/input-plugins/src/input-plugins/ViveControllerManager.cpp @@ -159,7 +159,7 @@ void ViveControllerManager::handleButtonEvent(uint64_t buttons, int index) { void ViveControllerManager::handlePoseEvent(const mat4& mat, int index) { glm::vec4 p = _trackedDevicePoseMat4[vr::k_unTrackedDeviceIndex_Hmd][3]; glm::vec3 headPos(p.x, p.y, p.z); - glm::vec3 position = glm::vec3(mat[3][0], mat[3][1], mat[3][2]) - headPos; + glm::vec3 position = glm::vec3(mat[3][0], mat[3][1], mat[3][2]) - headPos + vec3(0, 0.6f, 0); // figure out why this offset is necessary glm::quat rotation = glm::quat_cast(mat);