(Math.PI / 2)) * (angleDiff < 0 ? 1 : -1);
              mesh.quaternion.setFromEuler(playerEuler);
            }

            const oldWorldPosition = mesh.getWorldPosition(localVector);
            mesh.position.copy(hmd.position)
              .sub(mesh.eye.getWorldPosition(localVector2))
              .add(oldWorldPosition);

            const playerQuaternionInverse = localQuaternion.copy(mesh.quaternion).inverse();
            mesh.head.quaternion.copy(playerQuaternionInverse).multiply(hmd.quaternion)