Oculus Touch: More accurate spin on thrown objects
The internal computation of angular velocity was incorrect. Apparently, the ovrPoseStatef.AngularRotation is not in sensor frame but local to the controller rotation. (cherry picked from commit dd0e57026e123779784102658a264f6aaeb70f67)
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@ -262,7 +262,7 @@ controller::Pose ovrControllerPoseToHandPose(
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pose.translation = toGlm(handPose.ThePose.Position);
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pose.translation += rotation * translationOffset;
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pose.rotation = rotation * rotationOffset;
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pose.angularVelocity = toGlm(handPose.AngularVelocity);
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pose.angularVelocity = rotation * toGlm(handPose.AngularVelocity);
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pose.velocity = toGlm(handPose.LinearVelocity);
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pose.valid = true;
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return pose;
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