OculusVR: Use correct coordinate space conversions, looking around now works
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@ -327,7 +327,7 @@ public class OculusVR implements VRAPI {
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@Override
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public Quaternion getOrientation() {
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return quatO2J(headPose.Orientation(), new Quaternion()).inverseLocal();
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return quatO2J(headPose.Orientation(), new Quaternion());
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}
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@Override
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@ -349,8 +349,6 @@ public class OculusVR implements VRAPI {
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matrixO2J(projections[eye], mat);
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mat.transposeLocal(); // Apparently LibOVR has a different coordinate set - yay for us.
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return mat;
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}
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@ -552,6 +550,8 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Matrix4f matrixO2J(OVRMatrix4f from, Matrix4f to) {
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to.loadIdentity(); // For the additional columns (unless I'm badly misunderstanding matricies)
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for (int x = 0; x < 4; x++) {
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for (int y = 0; y < 4; y++) {
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float val = from.M(x + y * 4); // TODO verify this
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@ -559,6 +559,8 @@ public class OculusVR implements VRAPI {
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}
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}
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to.transposeLocal(); // jME vs LibOVR coordinate spaces - Yay!
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return to;
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}
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@ -570,13 +572,16 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Quaternion quatO2J(OVRQuatf from, Quaternion to) {
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// jME and LibOVR do their coordinate spaces differently for rotations, so flip Y and W (thanks, jMonkeyVR).
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to.set(
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from.x(),
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from.y(),
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-from.y(),
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from.z(),
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from.w()
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-from.w()
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);
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to.normalizeLocal();
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return to;
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}
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@ -588,10 +593,11 @@ public class OculusVR implements VRAPI {
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* @return The {@code to} argument.
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*/
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public static Vector3f vecO2J(OVRVector3f from, Vector3f to) {
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// jME and LibOVR disagree on which way X and Z is, too.
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to.set(
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from.x(),
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-from.x(),
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from.y(),
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from.z()
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-from.z()
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);
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return to;
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@ -187,8 +187,9 @@ public class VRViewManagerOculus extends AbstractVRViewManager {
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ovr_GetTextureSwapChainCurrentIndex(session(), hardware.getChain(eye), currentIndexB);
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int index = currentIndexB.get();
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// FIXME eyes inverted
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(eye != ovrEye_Left ? leftViewPort : rightViewPort).setOutputFrameBuffer(hardware.getFramebuffers(eye)[index]);
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// Constantly (each frame) rotating through a series of
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// frame buffers, so make sure we write into the correct one.
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(eye == ovrEye_Left ? leftViewPort : rightViewPort).setOutputFrameBuffer(hardware.getFramebuffers(eye)[index]);
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}
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// Now the game will render into the buffers given to us by LibOVR
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