Looks cleaner to me :)
@@ -139,8 +139,9 @@ void copy_hand(hand_t &sk_hand, hand_joint_t *dest, LEAP_HAND &hand) {
{ 0, 0,-80, 1}
} };
const pose_t &head = input_head();
- matrix to_world = axis_convert * matrix_trs(vec3_zero, quat_identity, vec3_one * 0.001f);
- to_world = to_world * matrix_trs(vec3_zero, head.orientation);
+ matrix to_world = axis_convert *
+ matrix_trs(vec3_zero, quat_identity, vec3_one * 0.001f) *
+ matrix_trs(vec3_zero, head.orientation);
auto to_quat = [](LEAP_QUATERNION q) {return quat_convert*quat{ -q.x, -q.z, -q.y, q.w }; };
for (size_t f = 0; f < 5; f++) {
