public static Quaternion ConvertOrientation(OSVR.ClientKit.Quaternion quat) { //// Wikipedia may say quaternions are not handed, but these needed modification. //return new Quaternion(-(float)quat.x, -(float)quat.y, (float)quat.z, (float)quat.w); // JEB: not sure if these need conversion for MonoGame. Won't know until I get // an actual headset. return(new Quaternion((float)quat.x, (float)quat.y, (float)quat.z, (float)quat.w)); }
public static Quaternion ConvertOrientation(OSVR.ClientKit.Quaternion quat) { /// Wikipedia may say quaternions are not handed, but these needed modification. return(new Quaternion(-(float)quat.x, -(float)quat.y, (float)quat.z, (float)quat.w)); }
public static SharpDX.Quaternion ToQuaternion(this OSVR.ClientKit.Quaternion osvrQuatf) { return(new SharpDX.Quaternion((float)osvrQuatf.x, (float)osvrQuatf.y, (float)osvrQuatf.z, (float)osvrQuatf.w)); }