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  • Head Rotation in Opposite Direction with GLM and Oculus Rift SDK

    - by user3434662
    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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