{"action":"created","issue":{"url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/5","repository_url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK","labels_url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/5/labels{/name}","comments_url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/5/comments","events_url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/5/events","html_url":"https://github.com/NOLOVR/NOLO-Windows-SDK/issues/5","id":242395187,"number":5,"title":"Strange rotation values","user":{"login":"TheDeveloperGuy","id":22342164,"avatar_url":"https://avatars2.githubusercontent.com/u/22342164?v=3","gravatar_id":"","url":"https://api.github.com/users/TheDeveloperGuy","html_url":"https://github.com/TheDeveloperGuy","followers_url":"https://api.github.com/users/TheDeveloperGuy/followers","following_url":"https://api.github.com/users/TheDeveloperGuy/following{/other_user}","gists_url":"https://api.github.com/users/TheDeveloperGuy/gists{/gist_id}","starred_url":"https://api.github.com/users/TheDeveloperGuy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/TheDeveloperGuy/subscriptions","organizations_url":"https://api.github.com/users/TheDeveloperGuy/orgs","repos_url":"https://api.github.com/users/TheDeveloperGuy/repos","events_url":"https://api.github.com/users/TheDeveloperGuy/events{/privacy}","received_events_url":"https://api.github.com/users/TheDeveloperGuy/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":1,"created_at":"2017-07-12T14:13:59Z","updated_at":"2017-07-12T15:09:40Z","closed_at":null,"body":"So, I'm busy integrating NoloVR into my SteamVR driver and I've come up with some strangeness:\r\n\r\nWhen I use the rotation quaternion supplied by the Nolo runtime I have to do a bit of manipulation to it before I can use it as a rotation quaternion for SteamVR.\r\n\r\nTo make it easier to understand and experiment with I convert the quaternion to euler (roll, yaw & pitch), then I perform the following:\r\n\r\n        roll = M_PI_2 - roll;\r\n        yaw = M_PI - yaw;\r\n        pitch = M_PI - pitch;\r\n\r\nbefore converting it back to quaternion and passing it to SteamVR. If I don't do this, up is down, left is right and tilt is fine. Why this is? This is using the values supplied by 0.60 and 0.70 drivers.\r\n"},"comment":{"url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/comments/314800132","html_url":"https://github.com/NOLOVR/NOLO-Windows-SDK/issues/5#issuecomment-314800132","issue_url":"https://api.github.com/repos/NOLOVR/NOLO-Windows-SDK/issues/5","id":314800132,"user":{"login":"TheDeveloperGuy","id":22342164,"avatar_url":"https://avatars2.githubusercontent.com/u/22342164?v=3","gravatar_id":"","url":"https://api.github.com/users/TheDeveloperGuy","html_url":"https://github.com/TheDeveloperGuy","followers_url":"https://api.github.com/users/TheDeveloperGuy/followers","following_url":"https://api.github.com/users/TheDeveloperGuy/following{/other_user}","gists_url":"https://api.github.com/users/TheDeveloperGuy/gists{/gist_id}","starred_url":"https://api.github.com/users/TheDeveloperGuy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/TheDeveloperGuy/subscriptions","organizations_url":"https://api.github.com/users/TheDeveloperGuy/orgs","repos_url":"https://api.github.com/users/TheDeveloperGuy/repos","events_url":"https://api.github.com/users/TheDeveloperGuy/events{/privacy}","received_events_url":"https://api.github.com/users/TheDeveloperGuy/received_events","type":"User","site_admin":false},"created_at":"2017-07-12T15:09:39Z","updated_at":"2017-07-12T15:09:39Z","body":"@GXiaoyang Thanks, that kind of works. I was already doing the z position correctly. If I use your method, the rotation axes are correct, but then the position data is incorrect (if I lean forward the view moves sideways). You can see the effect of this in the demo application supplied with the driver.\r\n\r\nIf I use my conversion then everything works correctly. I'm happy to keep using my conversion if this is expected behaviour from the SDK and is not likely to change."}}
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