void HeadTrackingCamera::update_from_matrix(const GL::Matrix &hmd_matrix)
{
- const GL::Vector3 &up_dir = base_camera.get_up_direction();
- GL::Vector3 right_dir = normalize(cross(base_camera.get_look_direction(), up_dir));
+ const GL::Vector3 &up = base_camera.get_up_direction();
+ GL::Vector3 right = normalize(cross(base_camera.get_look_direction(), up));
GL::Vector4 columns[4];
- columns[0] = compose(right_dir, 0.0f);
- columns[1] = compose(up_dir, 0.0f);
- columns[2] = compose(cross(right_dir, up_dir), 0.0f);
- columns[3] = compose(base_camera.get_position(), 1.0f);
- GL::Matrix matrix = GL::Matrix::from_columns(columns)*hmd_matrix;
+ columns[0] = compose(right, 0.0f);
+ columns[1] = compose(up, 0.0f);
+ columns[2] = compose(cross(right, up), 0.0f);
+ columns[3] = compose(base_camera.get_position()+base_camera.get_up_direction()*elevation_offset, 1.0f);
+ base_matrix = GL::Matrix::from_columns(columns);
- set_position(matrix*GL::Vector3()+base_camera.get_up_direction()*elevation_offset);
+ GL::Matrix matrix = base_matrix*hmd_matrix;
+
+ set_position(matrix*GL::Vector3());
set_look_direction((matrix*GL::Vector4(0, 0, -1, 0)).slice<3>(0));
set_up_direction((matrix*GL::Vector4(0, 1, 0, 0)).slice<3>(0));