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);
- 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));