chore: cleanup
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@@ -91,7 +91,6 @@ class OverTheShoulderCameraDelegate implements InputHandlerDelegate {
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var inverted = newPlayerTransform.clone()..invert();
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// camera is always looking at -Z, whereas models generally face towards +Z
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// therefore
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if (_queuedRotationDelta.length2 > 0.0) {
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double deltaX =
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_queuedRotationDelta.x * rotationSensitivity * viewer.pixelRatio;
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@@ -115,80 +114,3 @@ class OverTheShoulderCameraDelegate implements InputHandlerDelegate {
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}
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}
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// Quaternion relativeCameraRotation = Quaternion.identity();
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// // Apply rotation
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// // transform the translation from player space to world space
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// var rotation = (await camera.getModelMatrix()).getRotation();
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// // Extract yaw angle from the original matrix
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// double yaw = atan2(rotation.entry(2, 0), rotation.entry(0, 0));
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// // Create a new matrix with only the yaw rotation
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// double cosYaw = cos(yaw);
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// double sinYaw = sin(yaw);
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// rotation = Matrix3(cosYaw, 0, sinYaw, 0, 1, 0, -sinYaw, 0, cosYaw);
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// relativeTranslation = rotation * relativeTranslation;
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// // Compose relative transform
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// relativeTransform =
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// Matrix4.compose(relativeTranslation, currentRotation, Vector3(1, 1, 1));
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// // Apply relative transform to current transform
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// Matrix4 newTransform = currentTransform * relativeTransform;
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// // Extract new position and constrain it
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// Vector3 newPosition = newTransform.getTranslation();
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// // Recompose final transform with constrained position
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// Matrix4 finalTransform = Matrix4.compose(newPosition,
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// Quaternion.fromRotation(newTransform.getRotation()), Vector3(1, 1, 1));
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// Quaternion relativeCameraRotation = Quaternion.identity();
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// // Apply rotation
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// if (_queuedRotationDelta.length2 > 0.0) {
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// double deltaX =
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// _queuedRotationDelta.x * rotationSensitivity * viewer.pixelRatio;
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// double deltaY =
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// _queuedRotationDelta.y * rotationSensitivity * viewer.pixelRatio;
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// Quaternion yawRotation = Quaternion.axisAngle(_up, -deltaX);
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// Quaternion pitchRotation = Quaternion.axisAngle(_right, -deltaY);
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// relativeCameraRotation = pitchRotation * yawRotation;
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// _queuedRotationDelta = Vector2.zero();
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// }
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// // transform the translation from player space to world space
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// var rotation = (await camera.getModelMatrix()).getRotation();
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// // Extract yaw angle from the original matrix
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// double yaw = atan2(rotation.entry(2, 0), rotation.entry(0, 0));
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// // Create a new matrix with only the yaw rotation
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// double cosYaw = cos(yaw);
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// double sinYaw = sin(yaw);
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// rotation = Matrix3(cosYaw, 0, sinYaw, 0, 1, 0, -sinYaw, 0, cosYaw);
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// relativeTranslation = rotation * relativeTranslation;
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// // Compose relative transform
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// relativeTransform =
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// Matrix4.compose(relativeTranslation, currentRotation, Vector3(1, 1, 1));
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// // Apply relative transform to current transform
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// Matrix4 newTransform = currentTransform * relativeTransform;
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// // Extract new position and constrain it
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// Vector3 newPosition = newTransform.getTranslation();
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// // Recompose final transform with constrained position
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// Matrix4 finalTransform = Matrix4.compose(newPosition,
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// Quaternion.fromRotation(newTransform.getRotation()), Vector3(1, 1, 1));
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// // Update camera
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