Closed morallo closed 2 years ago
A nice illustration of the issue https://towardsdatascience.com/better-rotation-representations-for-accurate-pose-estimation-e890a7e1317f?gi=4b1e26554fbc
This was solved with Matrix multiplication based headtracking, as implemented in the new pose_corrected_headtracking mode.
When pitch is close to 90 degrees, applying a yaw simultaneously translates to an incorrect view.
This is caused by a different order in the rotation axes between the decomposition of the HMD pose matrix and the application of the angles in the game engine.
We need to replace
quatToEuler()
with a function that asumes an intrinsic pitch-then-yaw convention