glm::quat fromOVR( OVR::Quatf quat )
{
	OVR::Vector3f OVRaxis;
	float angle;
	quat.GetAxisAngle(&OVRaxis, &angle);

	//convert axis type
	glm::vec3 axis = glm::vec3(OVRaxis.x, OVRaxis.y, OVRaxis.z);

	//construct glm orientation quaternion
	glm::quat orientation = glm::angleAxis(glm::degrees(angle), glm::normalize(axis));

	return orientation;
}
Example #2
0
void OculusHMD::prepareForDraw()
{
    OVR::Quatf ovrQuat = m_system->SFusion.GetOrientation();

    OVR::Vector3f OVRaxis;
    float angle;
    ovrQuat.GetAxisAngle(&OVRaxis, &angle);

    glm::vec3 axis =glm::vec3(OVRaxis.x, OVRaxis.y, OVRaxis.z);

    glm::quat orientation = glm::angleAxis(glm::degrees(angle), glm::normalize(axis));

    glm::vec3 parentPos = glm::vec3(parentNode()->worldTransform() * glm::vec4(0,0,0,1));

    m_boneTracker->setOrientation(glm::mat3_cast(orientation));


    RenderToTextureDisplay::prepareForDraw();
}