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

Lines changed: 6 additions & 85 deletions
Original file line numberDiff line numberDiff line change
@@ -397,18 +397,6 @@ function vtkCamera(publicAPI, model) {
397397

398398
mat4.scale(result, result, tmpvec1);
399399
mat4.translate(result, result, model.physicalTranslation);
400-
401-
// let rot = mat4.identity(new Float64Array(16));
402-
//mat4.fromRotation(rot, model.physicalYawAngle / 180 * 3.14, model.physicalViewUp);
403-
//// mat4.invert(rot, rot);
404-
//mat4.mul(result, rot, result);
405-
406-
//let tmpRot = mat4.identity(new Float64Array(16));
407-
//let matInv = mat4.identity(new Float64Array(16));
408-
//mat4.rotateY(tmpRot, tmpRot, model.physicalYawAngle / 180 * 3.14);
409-
//mat4.transpose(tmpRot, tmpRot);
410-
//mat4.invert(matInv, )
411-
// mat4.mul(result, tmpRot, result);
412400
};
413401

414402
publicAPI.applyPhysicalYaw = (angle) => {
@@ -422,48 +410,18 @@ function vtkCamera(publicAPI, model) {
422410

423411
publicAPI.computeViewParametersFromViewMatrix = (vmat) => {
424412
// invert to get view to world
425-
let worldToViewPos = new Float64Array(4);
426413
let viewToWorldPos = new Float64Array(4);
427414
let v2wMatrix = new Float64Array(16);
428-
worldToViewPos[0] = vmat[12];
429-
worldToViewPos[1] = vmat[13];
430-
worldToViewPos[2] = vmat[14];
431-
worldToViewPos[3] = 1;
432415
mat4.invert(v2wMatrix, vmat);
416+
433417
viewToWorldPos[0] = v2wMatrix[12];
434418
viewToWorldPos[1] = v2wMatrix[13];
435419
viewToWorldPos[2] = v2wMatrix[14];
436420
viewToWorldPos[3] = 1;
421+
437422
mat4.copy(tmpMatrix, v2wMatrix);
438-
//console.log('View -> World');
439-
//console.log(v2wMatrix);
440-
//mat4.copy(tmpMatrix, vmat);
441-
//v[0] = tmpMatrix[12]; //tmpMatrix[12] = 0;
442-
//tmpMatrix[13] = 0;
443-
//tmpMatrix[14] = 0;
444-
//mat4.invert(tmpMatrix, tmpMatrix);
445-
446-
////
447-
////
448-
//// mat4.invert(tmpMatrix, tmpMatrix);
449-
//// mat4.rotateY(tmpMatrix, tmpMatrix, model.physicalYawAngle / 180 * 3.14);
450-
//// mat4.translate(tmpMatrix, tmpMatrix, [-v[0], -v[1], -v[2]]);
451-
452-
////// Correct center of rotation, incorrect view translation
453-
////mat4.invert(tmpMatrix, tmpMatrix);
454-
////mat4.rotateY(tmpMatrix, tmpMatrix, model.physicalYawAngle / 180 * 3.14);
455-
456-
//// Correct view translation, incorrect center of rotation
457-
//// mat4.invert(tmpMatrix, tmpMatrix););
458-
////let tmp = mat4.identity(new Float64Array(16));
459-
////tmpMatrix[12] = 0;
460-
////tmpMatrix[14] = 0;
461-
//mat4.invert(tmpMatrix, tmpMatrix);
462-
463-
let w2vTranslate = mat4.identity(new Float64Array(16));
423+
464424
let rotate = mat4.identity(new Float64Array(16));
465-
let rotateRev = mat4.identity(new Float64Array(16));
466-
let w2vTranslateReverse = mat4.identity(new Float64Array(16));
467425
let v2wTranslate = mat4.identity(new Float64Array(16));
468426
let v2wTranslateReverse = mat4.identity(new Float64Array(16));
469427

@@ -473,48 +431,11 @@ function vtkCamera(publicAPI, model) {
473431
-viewToWorldPos[2],
474432
]);
475433
mat4.rotateY(rotate, rotate, (model.physicalYawAngle / 180) * 3.14);
476-
mat4.rotateY(
477-
rotateRev,
478-
rotateRev,
479-
((-1 * model.physicalYawAngle) / 180) * 3.14
480-
);
481434
mat4.translate(v2wTranslateReverse, v2wTranslateReverse, viewToWorldPos);
482-
mat4.translate(w2vTranslate, w2vTranslate, [
483-
-worldToViewPos[0],
484-
-worldToViewPos[1],
485-
-worldToViewPos[2],
486-
]);
487-
mat4.translate(w2vTranslateReverse, w2vTranslateReverse, worldToViewPos);
488-
489-
//mat4.mul(tmpMatrix, w2vTranslate, vmat);
490-
//mat4.mul(tmpMatrix, rotate, tmpMatrix);
491-
//mat4.mul(tmpMatrix, w2vTranslateReverse, tmpMatrix);
492-
//mat4.invert(tmpMatrix, tmpMatrix);
493-
494-
// FIXME works post-snap? mat4.mul(v2wTranslateReverse, v2wTranslate, rotate);
495-
// mat4.mul(v2wTranslate, v2wTranslate, rotate);
496-
//mat4.mul(v2wTranslateReverse, v2wTranslateReverse, rotate);
497-
mat4.mul(v2wTranslateReverse, v2wTranslate, rotate);
498-
mat4.mul(tmpMatrix, v2wTranslateReverse, v2wMatrix);
499-
mat4.mul(tmpMatrix, tmpMatrix, rotate);
500-
mat4.mul(tmpMatrix, v2wTranslate, tmpMatrix);
501435

502-
//mat4.rotateY(tmpMatrix, tmpMatrix, -1 * model.physicalYawAngle / 180 * 3.14);
503-
//mat4.translate(tmpMatrix, tmpMatrix, [0, 0, 0.01 * model.physicalYawAngle]);
504-
//mat4.translate(tmpMatrix, tmpMatrix, v);
505-
//mat4.invert(tmpMatrix, tmpMatrix);
506-
////
507-
//mat4.invert(tmpMatrix, tmpMatrix);
508-
//tmpMatrix[12] = v[0];
509-
//tmpMatrix[13] = v[1];
510-
//tmpMatrix[14] = v[2];
511-
512-
// FIXME try pushing through the cone position at <0,0,-1>
513-
//v[0] = 0;
514-
//v[1] = 0;
515-
//v[1] = -1;
516-
//vec3.transformMat4(tmpvec1, v, tmpMatrix);
517-
// console.log(v);
436+
mat4.mul(tmpMatrix, v2wTranslate, v2wMatrix);
437+
mat4.mul(tmpMatrix, tmpMatrix, rotate);
438+
mat4.mul(tmpMatrix, v2wTranslateReverse, tmpMatrix);
518439

519440
// note with glmatrix operations happen in
520441
// the reverse order

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