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more use of head input
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2 changed files with 3 additions and 4 deletions
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@ -59,8 +59,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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} else {
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if (qApp->isHMDMode()) {
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// get HMD position from sensor space into world space, and back into rig space
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// glm::mat4 worldHMDMat = myAvatar->getHeadControllerPoseInWorldFrame();
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glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
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glm::mat4 worldHMDMat = myAvatar->getHeadControllerPoseInWorldFrame();
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glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
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glm::mat4 worldToRig = glm::inverse(rigToWorld);
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glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
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@ -122,8 +122,8 @@ bool HMDScriptingInterface::getHUDLookAtPosition3D(glm::vec3& result) const {
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glm::mat4 HMDScriptingInterface::getWorldHMDMatrix() const {
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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// return myAvatar->getSensorToWorldMatrix() * (glm::mat4)myAvatar->getHeadControllerPoseInSensorFrame();
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return myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
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// return myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
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return myAvatar->getSensorToWorldMatrix() * myAvatar->getHeadControllerPoseInSensorFrame().getMatrix() * Matrices::Y_180;
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}
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glm::vec3 HMDScriptingInterface::getPosition() const {
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