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test(XR): Remove commented snap rotation experiments
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Sources/Rendering/Core/Camera/index.js

Lines changed: 2 additions & 64 deletions
Original file line numberDiff line numberDiff line change
@@ -397,18 +397,6 @@ function vtkCamera(publicAPI, model) {
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mat4.scale(result, result, tmpvec1);
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mat4.translate(result, result, model.physicalTranslation);
400-
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// let rot = mat4.identity(new Float64Array(16));
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//mat4.fromRotation(rot, model.physicalYawAngle / 180 * 3.14, model.physicalViewUp);
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//// mat4.invert(rot, rot);
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//mat4.mul(result, rot, result);
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//let tmpRot = mat4.identity(new Float64Array(16));
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//let matInv = mat4.identity(new Float64Array(16));
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//mat4.rotateY(tmpRot, tmpRot, model.physicalYawAngle / 180 * 3.14);
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//mat4.transpose(tmpRot, tmpRot);
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//mat4.invert(matInv, )
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// mat4.mul(result, tmpRot, result);
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};
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publicAPI.applyPhysicalYaw = (angle) => {
@@ -435,30 +423,6 @@ function vtkCamera(publicAPI, model) {
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viewToWorldPos[2] = v2wMatrix[14];
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viewToWorldPos[3] = 1;
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mat4.copy(tmpMatrix, v2wMatrix);
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//console.log('View -> World');
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//console.log(v2wMatrix);
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//mat4.copy(tmpMatrix, vmat);
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//v[0] = tmpMatrix[12]; //tmpMatrix[12] = 0;
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//tmpMatrix[13] = 0;
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//tmpMatrix[14] = 0;
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//mat4.invert(tmpMatrix, tmpMatrix);
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////
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////
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//// mat4.invert(tmpMatrix, tmpMatrix);
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//// mat4.rotateY(tmpMatrix, tmpMatrix, model.physicalYawAngle / 180 * 3.14);
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//// mat4.translate(tmpMatrix, tmpMatrix, [-v[0], -v[1], -v[2]]);
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////// Correct center of rotation, incorrect view translation
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////mat4.invert(tmpMatrix, tmpMatrix);
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////mat4.rotateY(tmpMatrix, tmpMatrix, model.physicalYawAngle / 180 * 3.14);
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//// Correct view translation, incorrect center of rotation
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//// mat4.invert(tmpMatrix, tmpMatrix););
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////let tmp = mat4.identity(new Float64Array(16));
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////tmpMatrix[12] = 0;
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////tmpMatrix[14] = 0;
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//mat4.invert(tmpMatrix, tmpMatrix);
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let w2vTranslate = mat4.identity(new Float64Array(16));
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let rotate = mat4.identity(new Float64Array(16));
@@ -486,35 +450,9 @@ function vtkCamera(publicAPI, model) {
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]);
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mat4.translate(w2vTranslateReverse, w2vTranslateReverse, worldToViewPos);
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//mat4.mul(tmpMatrix, w2vTranslate, vmat);
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//mat4.mul(tmpMatrix, rotate, tmpMatrix);
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//mat4.mul(tmpMatrix, w2vTranslateReverse, tmpMatrix);
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//mat4.invert(tmpMatrix, tmpMatrix);
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// FIXME works post-snap? mat4.mul(v2wTranslateReverse, v2wTranslate, rotate);
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// mat4.mul(v2wTranslate, v2wTranslate, rotate);
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//mat4.mul(v2wTranslateReverse, v2wTranslateReverse, rotate);
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mat4.mul(v2wTranslateReverse, v2wTranslate, rotate);
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mat4.mul(tmpMatrix, v2wTranslateReverse, v2wMatrix);
453+
mat4.mul(tmpMatrix, v2wTranslate, v2wMatrix);
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mat4.mul(tmpMatrix, tmpMatrix, rotate);
500-
mat4.mul(tmpMatrix, v2wTranslate, tmpMatrix);
501-
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//mat4.rotateY(tmpMatrix, tmpMatrix, -1 * model.physicalYawAngle / 180 * 3.14);
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//mat4.translate(tmpMatrix, tmpMatrix, [0, 0, 0.01 * model.physicalYawAngle]);
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//mat4.translate(tmpMatrix, tmpMatrix, v);
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//mat4.invert(tmpMatrix, tmpMatrix);
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////
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//mat4.invert(tmpMatrix, tmpMatrix);
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//tmpMatrix[12] = v[0];
509-
//tmpMatrix[13] = v[1];
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//tmpMatrix[14] = v[2];
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// FIXME try pushing through the cone position at <0,0,-1>
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//v[0] = 0;
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//v[1] = 0;
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//v[1] = -1;
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//vec3.transformMat4(tmpvec1, v, tmpMatrix);
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// console.log(v);
455+
mat4.mul(tmpMatrix, v2wTranslateReverse, tmpMatrix);
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// note with glmatrix operations happen in
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// the reverse order

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