fix unreal/senseglove coordinates translation calculations
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user