Head Rotation in Opposite Direction with GLM and Oculus Rift SDK

Posted by user3434662 on Stack Overflow See other posts from Stack Overflow or by user3434662
Published on 2014-05-27T23:45:00Z Indexed on 2014/05/28 15:27 UTC
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I am 90% there in getting orientation to work.

I am just trying to resolve one last bit and I hope someone can point me to any easy errors I am making but not seeing.

My code works except when a person looks left the camera actually rotates right. Vice versa with looking right, camera rotates left.

Any idea what I am doing wrong here?

I retrieve the orientation from the Oculus Rift like so:

OVR::Quatf OculusRiftOrientation = PredictedPose.Orientation;
glm::vec3 CurrentEulerAngles;
glm::quat CurrentOrientation;

OculusRiftOrientation.GetEulerAngles<OVR::Axis_X, OVR::Axis_Y, OVR::Axis_Z,
   OVR::Rotate_CW, OVR::Handed_R>
   (&CurrentEulerAngles.x, &CurrentEulerAngles.y, &CurrentEulerAngles.z);

CurrentOrientation = glm::quat(CurrentEulerAngles);

And here is how I calculate the LookAt:

/*

DirectionOfWhereCameraIsFacing is calculated from mouse and standing position so that you are not constantly rotating after you move your head.

*/

glm::vec3 DirectionOfWhereCameraIsFacing;
glm::vec3 RiftDirectionOfWhereCameraIsFacing;
glm::vec3 RiftCenterOfWhatIsBeingLookedAt;
glm::vec3 PositionOfEyesOfPerson;
glm::vec3 CenterOfWhatIsBeingLookedAt;
glm::vec3 CameraPositionDelta;

RiftDirectionOfWhereCameraIsFacing = DirectionOfWhereCameraIsFacing;
RiftDirectionOfWhereCameraIsFacing = glm::rotate(CurrentOrientation, DirectionOfWhereCameraIsFacing);
PositionOfEyesOfPerson += CameraPositionDelta;
CenterOfWhatIsBeingLookedAt = PositionOfEyesOfPerson + DirectionOfWhereCameraIsFacing * 1.0f;
RiftCenterOfWhatIsBeingLookedAt = PositionOfEyesOfPerson + RiftDirectionOfWhereCameraIsFacing * 1.0f;

RiftView = glm::lookAt(PositionOfEyesOfPerson, RiftCenterOfWhatIsBeingLookedAt, DirectionOfUpForPerson);

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