adjust to new eye matrix

This commit is contained in:
Seth Alves 2019-12-13 16:22:13 -08:00
parent 3f249dfcd8
commit cb83e4e6c9

View file

@ -477,17 +477,17 @@ void ViveControllerManager::updateEyeTracker(float deltaTime, const controller::
// in the data from sranipal, left=+x, up=+y, forward=+z
mat4 localLeftEyeMat = glm::lookAt(vec3(0.0f, 0.0f, 0.0f),
glm::vec3(-eyeDataBuffer.leftEyeGaze[0],
glm::vec3(eyeDataBuffer.leftEyeGaze[0],
eyeDataBuffer.leftEyeGaze[1],
eyeDataBuffer.leftEyeGaze[2]),
-eyeDataBuffer.leftEyeGaze[2]),
vec3(0.0f, 1.0f, 0.0f));
quat localLeftEyeRot = glm::quat_cast(localLeftEyeMat);
quat avatarLeftEyeRot = _inputDevice->_poseStateMap[controller::HEAD].rotation * localLeftEyeRot;
mat4 localRightEyeMat = glm::lookAt(vec3(0.0f, 0.0f, 0.0f),
glm::vec3(-eyeDataBuffer.rightEyeGaze[0],
glm::vec3(eyeDataBuffer.rightEyeGaze[0],
eyeDataBuffer.rightEyeGaze[1],
eyeDataBuffer.rightEyeGaze[2]),
-eyeDataBuffer.rightEyeGaze[2]),
vec3(0.0f, 1.0f, 0.0f));
quat localRightEyeRot = glm::quat_cast(localRightEyeMat);
quat avatarRightEyeRot = _inputDevice->_poseStateMap[controller::HEAD].rotation * localRightEyeRot;