/*! Applies the view transform to the modelview matrix depending on the eye: eye=-1 for left, eye=1 for right */ void SLCamera::setView(const SLEye eye) { SLSceneView* sv = SLScene::current->activeSV(); if (eye == centerEye) { stateGL->modelViewMatrix.identity(); stateGL->modelViewMatrix.multiply(_vm); } else // stereo viewing { if (_projection == stereoSideBySideD) { // half interpupilar distance _eyeSeparation = sv->oculus()->eyeSeparation(); SLfloat halfIPD = (SLfloat)eye * _eyeSeparation * -0.5f; // get the oculus orientation SLMat4f rotation(sv->oculus()->orientation().toMat4()); SLMat4f vmEye(SLMat4f(halfIPD, 0.0f, 0.f) * rotation * _vm); stateGL->modelViewMatrix = vmEye; stateGL->viewMatrix = vmEye; } else { // Get central camera vectors eye, lookAt, lookUp out of the view matrix vm SLVec3f EYE, LA, LU, LR; _vm.lookAt(&EYE, &LA, &LU, &LR); // Shorten LR to half of the eye dist (eye=-1 for left, eye=1 for right) LR *= _eyeSeparation * 0.5f * (SLfloat)eye; // Set the OpenGL view matrix for the left eye SLMat4f vmEye; vmEye.lookAt(EYE+LR, EYE + _focalDist*LA+LR, LU); stateGL->modelViewMatrix = vmEye; stateGL->viewMatrix = vmEye; } } }
/*! Applies the view transform to the modelview matrix depending on the eye: eye=-1 for left, eye=1 for right */ void SLCamera::setView(SLSceneView* sv, const SLEye eye) { SLScene* s = SLScene::current; SLMat4f vm = updateAndGetWMI(); if (eye == centerEye) { _stateGL->modelViewMatrix.identity(); _stateGL->viewMatrix.setMatrix(vm); } else // stereo viewing { if (_projection == stereoSideBySideD) { // half interpupilar disqtance //_eyeSeparation = s->oculus()->interpupillaryDistance(); update old rift code SLfloat halfIPD = (SLfloat)eye * _eyeSeparation * -0.5f; SLMat4f trackingPos; if (_useDeviceRot) { // get the oculus or mobile device orientation SLQuat4f rotation; if (s->oculus()->isConnected()) { rotation = s->oculus()->orientation(eye); trackingPos.translate(-s->oculus()->position(eye)); } else rotation = sv->deviceRotation(); SLfloat rotX, rotY, rotZ; rotation.toMat4().toEulerAnglesZYX(rotZ, rotY, rotX); //SL_LOG("rotx : %3.1f, roty: %3.1f, rotz: %3.1f\n", rotX*SL_RAD2DEG, rotY*SL_RAD2DEG, rotZ*SL_RAD2DEG); SLVec3f viewAdjust = s->oculus()->viewAdjust(eye) * _unitScaling; SLMat4f vmEye(SLMat4f(viewAdjust.x, viewAdjust.y, viewAdjust.z) * rotation.inverted().toMat4() * trackingPos * vm); _stateGL->modelViewMatrix = vmEye; _stateGL->viewMatrix = vmEye; } else { SLMat4f vmEye(SLMat4f(halfIPD, 0.0f, 0.f) * vm); _stateGL->modelViewMatrix = vmEye; _stateGL->viewMatrix = vmEye; } } else { // Get central camera vectors eye, lookAt, lookUp out of the view matrix vm SLVec3f EYE, LA, LU, LR; vm.lookAt(&EYE, &LA, &LU, &LR); // Shorten LR to half of the eye dist (eye=-1 for left, eye=1 for right) LR *= _eyeSeparation * 0.5f * (SLfloat)eye; // Set the OpenGL view matrix for the left eye SLMat4f vmEye; vmEye.lookAt(EYE+LR, EYE + _focalDist*LA+LR, LU); _stateGL->modelViewMatrix = vmEye; _stateGL->viewMatrix = vmEye; } } }