proper angle conversions for vectors
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@@ -55,13 +55,13 @@ public:
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static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
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static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
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{
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{
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return FMath::DegreesToRadians(FVector(-Vector.Y, Vector.X, Vector.Z));
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return FMath::DegreesToRadians(FVector(-Vector.X, Vector.Y, -Vector.Z));
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}
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}
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template<typename V>
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template<typename V>
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static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
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static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
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{
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{
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return FMath::DegreesToRadians(V(-Vector.Y, Vector.X, Vector.Z));
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return FMath::DegreesToRadians(V(-Vector.X, Vector.Y, -Vector.Z));
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}
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}
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static FORCEINLINE float TransformToUnreal(const float Radians)
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static FORCEINLINE float TransformToUnreal(const float Radians)
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@@ -114,13 +114,13 @@ public:
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static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
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static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
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{
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{
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return FMath::RadiansToDegrees(FVector(-Vector.Y, Vector.X, Vector.Z));
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return FMath::RadiansToDegrees(FVector(-Vector.X, Vector.Y, -Vector.Z));
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}
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}
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template<typename V>
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template<typename V>
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static FORCEINLINE FVector TransformToUnreal(const V& Vector)
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static FORCEINLINE FVector TransformToUnreal(const V& Vector)
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{
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{
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return FMath::RadiansToDegrees(FVector(-Vector.GetY(), Vector.GetX(), Vector.GetZ()));
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return FMath::RadiansToDegrees(FVector(-Vector.GetX(), Vector.GetY(), -Vector.GetZ()));
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}
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}
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public:
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public:
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