diff --git a/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGQuatImpl.cpp b/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGQuatImpl.cpp index 4471617e..ffab8dcc 100644 --- a/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGQuatImpl.cpp +++ b/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGQuatImpl.cpp @@ -171,10 +171,10 @@ FSGQuatImpl::FSGQuatImpl(const FQuat& Quat) /// Right Y /// Up Z /// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations: - /// Forward Y - /// Right X + /// Forward X + /// Right Y /// Up Z - Pimpl->Quat = FQuatType(-Quat.Y, -Quat.X, -Quat.Z, Quat.W); + Pimpl->Quat = FQuatType(-Quat.X, Quat.Y, -Quat.Z, Quat.W); } FSGQuatImpl::FSGQuatImpl(const FSGQuatImpl& Rhs) @@ -214,10 +214,10 @@ FQuat FSGQuatImpl::ToFQuat() const /// Right Y /// Up Z /// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations: - /// Forward Y - /// Right X + /// Forward X + /// Left Y /// Up Z - return FQuat(-Pimpl->Quat.GetY(), -Pimpl->Quat.GetX(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW()); + return FQuat(-Pimpl->Quat.GetX(), Pimpl->Quat.GetY(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW()); } FSGQuatImpl FSGQuatImpl::operator*(const FSGQuatImpl& QuatImpl) const diff --git a/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGVect3DImpl.cpp b/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGVect3DImpl.cpp index aa12e23e..4f200474 100644 --- a/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGVect3DImpl.cpp +++ b/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGVect3DImpl.cpp @@ -129,10 +129,10 @@ FSGVect3DImpl::FSGVect3DImpl(const FVector& Vector) /// Right Y /// Up Z /// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations: - /// Forward Y - /// Right X + /// Forward X + /// Right Y /// Up Z - FVect3DType Vect3D(Vector.Y, Vector.X, Vector.Z); + FVect3DType Vect3D(Vector.X, -Vector.Y, Vector.Z); /// NOTE /// Unreal Engine uses the Metric System and centimeters as its default unit for measuring distance/length; @@ -179,10 +179,10 @@ FVector FSGVect3DImpl::ToFVector() const /// Right Y /// Up Z /// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations: - /// Forward Y - /// Right X + /// Forward X + /// Right Y /// Up Z - FVector Vector(Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetX(), Pimpl->Vect3D.GetZ()); + FVector Vector(Pimpl->Vect3D.GetX(), -Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetZ()); /// NOTE /// Unreal Engine uses the Metric System and centimeters as its default unit for measuring distance/length;