Torque3D/Engine/source/platform/input/oculusVR/oculusVRUtil.cpp
DavidWyand-GG de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00

76 lines
2.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/input/oculusVR/oculusVRUtil.h"
namespace OculusVRUtil
{
void convertRotation(const F32 inRotMat[4][4], MatrixF& outRotation)
{
// Set rotation. We need to convert from sensor coordinates to
// Torque coordinates. The sensor matrix is stored row-major.
// The conversion is:
//
// Sensor Torque
// a b c a b c a -c b
// d e f --> -g -h -i --> -g i -h
// g h i d e f d -f e
outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[2][0], inRotMat[1][0], 0.0f));
outRotation.setColumn(1, Point4F(-inRotMat[0][2], inRotMat[2][2], -inRotMat[1][2], 0.0f));
outRotation.setColumn(2, Point4F( inRotMat[0][1], -inRotMat[2][1], inRotMat[1][1], 0.0f));
outRotation.setPosition(Point3F::Zero);
}
void convertRotation(OVR::Quatf& inRotation, EulerF& outRotation)
{
F32 yaw, pitch, roll;
inRotation.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&yaw, &pitch, &roll);
outRotation.x = -pitch;
outRotation.y = roll;
outRotation.z = -yaw;
}
void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
{
const VectorF& controllerUp = inRotation.getUpVector();
Point2F axis(0,0);
axis.x = controllerUp.x;
axis.y = controllerUp.y;
// Limit the axis angle to that given to us
if(axis.len() > maxAxisRadius)
{
axis.normalize(maxAxisRadius);
}
// Renormalize to the range of 0..1
if(maxAxisRadius != 0.0f)
{
axis /= maxAxisRadius;
}
outRotation.x = axis.x;
outRotation.y = axis.y;
}
}