namespace VR {
HeadTrackingCamera::HeadTrackingCamera(const GL::Camera &c):
- base_camera(c)
+ base_camera(c),
+ elevation_offset(0)
{ }
+void HeadTrackingCamera::set_elevation_offset(float o)
+{
+ elevation_offset = o;
+}
+
void HeadTrackingCamera::update_from_matrix(const GL::Matrix &hmd_matrix)
{
- GL::Matrix matrix = base_camera.get_object_matrix()*hmd_matrix;
+ 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, 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);
+
+ 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));