more use of head input

This commit is contained in:
Seth Alves 2017-06-01 10:57:53 -07:00
parent e37387f45c
commit eca05d9c42
2 changed files with 3 additions and 4 deletions

View file

@ -59,8 +59,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
} else {
if (qApp->isHMDMode()) {
// get HMD position from sensor space into world space, and back into rig space
// glm::mat4 worldHMDMat = myAvatar->getHeadControllerPoseInWorldFrame();
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
glm::mat4 worldHMDMat = myAvatar->getHeadControllerPoseInWorldFrame();
glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
glm::mat4 worldToRig = glm::inverse(rigToWorld);
glm::mat4 rigHMDMat = worldToRig * worldHMDMat;

View file

@ -122,8 +122,8 @@ bool HMDScriptingInterface::getHUDLookAtPosition3D(glm::vec3& result) const {
glm::mat4 HMDScriptingInterface::getWorldHMDMatrix() const {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
// return myAvatar->getSensorToWorldMatrix() * (glm::mat4)myAvatar->getHeadControllerPoseInSensorFrame();
return myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
// return myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
return myAvatar->getSensorToWorldMatrix() * myAvatar->getHeadControllerPoseInSensorFrame().getMatrix() * Matrices::Y_180;
}
glm::vec3 HMDScriptingInterface::getPosition() const {