AirAPI_Windows
AirAPI_Windows copied to clipboard
What's the specification of the quaternion protocol?
The documentation is very blurry on this part so I'd like to suggest to explicitly defined it in the code, presumably with the following information:
- neutral heading / zero heading of the glasses: where does the user look into when all reading are 0?
- reference frame: should be glasses body frame or one of the world inertial frames
- chirality: should be left-handed or right handed
- coordinate system: should be XYZW, WXYZ, or some esoteric coordinate system
- marshalling sequence: should be ascending or descending
- normalisation: should be normalised or unnormalised
Euler angle protocol has similar specification but I was able to reverse-engineer most of it from the Unity example
If I switch to quaternion API in Unity, the result also becomes quite unstable
on 90 degree roll the error between quaternion & euler angle may reach over 50 degree
should we just stick to Euler angle?
Sorry for the very late reply. I haven't been working on this since it was released. I have something new in the works that should solve a lot of these issues.