diff --git a/thermion_dart/lib/src/input/src/implementations/third_person_camera_delegate.dart b/thermion_dart/lib/src/input/src/implementations/third_person_camera_delegate.dart index 5e69f15b..45745027 100644 --- a/thermion_dart/lib/src/input/src/implementations/third_person_camera_delegate.dart +++ b/thermion_dart/lib/src/input/src/implementations/third_person_camera_delegate.dart @@ -91,7 +91,6 @@ class OverTheShoulderCameraDelegate implements InputHandlerDelegate { var inverted = newPlayerTransform.clone()..invert(); // camera is always looking at -Z, whereas models generally face towards +Z - // therefore if (_queuedRotationDelta.length2 > 0.0) { double deltaX = _queuedRotationDelta.x * rotationSensitivity * viewer.pixelRatio; @@ -115,80 +114,3 @@ class OverTheShoulderCameraDelegate implements InputHandlerDelegate { } } - - // Quaternion relativeCameraRotation = Quaternion.identity(); - - // // Apply rotation - - - // // transform the translation from player space to world space - // var rotation = (await camera.getModelMatrix()).getRotation(); - // // Extract yaw angle from the original matrix - // double yaw = atan2(rotation.entry(2, 0), rotation.entry(0, 0)); - - // // Create a new matrix with only the yaw rotation - // double cosYaw = cos(yaw); - // double sinYaw = sin(yaw); - - // rotation = Matrix3(cosYaw, 0, sinYaw, 0, 1, 0, -sinYaw, 0, cosYaw); - - // relativeTranslation = rotation * relativeTranslation; - - // // Compose relative transform - // relativeTransform = - // Matrix4.compose(relativeTranslation, currentRotation, Vector3(1, 1, 1)); - - // // Apply relative transform to current transform - // Matrix4 newTransform = currentTransform * relativeTransform; - - // // Extract new position and constrain it - // Vector3 newPosition = newTransform.getTranslation(); - - // // Recompose final transform with constrained position - // Matrix4 finalTransform = Matrix4.compose(newPosition, - // Quaternion.fromRotation(newTransform.getRotation()), Vector3(1, 1, 1)); - - // Quaternion relativeCameraRotation = Quaternion.identity(); - - // // Apply rotation - // if (_queuedRotationDelta.length2 > 0.0) { - // double deltaX = - // _queuedRotationDelta.x * rotationSensitivity * viewer.pixelRatio; - // double deltaY = - // _queuedRotationDelta.y * rotationSensitivity * viewer.pixelRatio; - - // Quaternion yawRotation = Quaternion.axisAngle(_up, -deltaX); - // Quaternion pitchRotation = Quaternion.axisAngle(_right, -deltaY); - - // relativeCameraRotation = pitchRotation * yawRotation; - // _queuedRotationDelta = Vector2.zero(); - // } - - // // transform the translation from player space to world space - // var rotation = (await camera.getModelMatrix()).getRotation(); - // // Extract yaw angle from the original matrix - // double yaw = atan2(rotation.entry(2, 0), rotation.entry(0, 0)); - - // // Create a new matrix with only the yaw rotation - // double cosYaw = cos(yaw); - // double sinYaw = sin(yaw); - - // rotation = Matrix3(cosYaw, 0, sinYaw, 0, 1, 0, -sinYaw, 0, cosYaw); - - // relativeTranslation = rotation * relativeTranslation; - - // // Compose relative transform - // relativeTransform = - // Matrix4.compose(relativeTranslation, currentRotation, Vector3(1, 1, 1)); - - // // Apply relative transform to current transform - // Matrix4 newTransform = currentTransform * relativeTransform; - - // // Extract new position and constrain it - // Vector3 newPosition = newTransform.getTranslation(); - - // // Recompose final transform with constrained position - // Matrix4 finalTransform = Matrix4.compose(newPosition, - // Quaternion.fromRotation(newTransform.getRotation()), Vector3(1, 1, 1)); - - // // Update camera \ No newline at end of file