chore: cleanup
This commit is contained in:
@@ -91,7 +91,6 @@ class OverTheShoulderCameraDelegate implements InputHandlerDelegate {
|
|||||||
var inverted = newPlayerTransform.clone()..invert();
|
var inverted = newPlayerTransform.clone()..invert();
|
||||||
|
|
||||||
// camera is always looking at -Z, whereas models generally face towards +Z
|
// camera is always looking at -Z, whereas models generally face towards +Z
|
||||||
// therefore
|
|
||||||
if (_queuedRotationDelta.length2 > 0.0) {
|
if (_queuedRotationDelta.length2 > 0.0) {
|
||||||
double deltaX =
|
double deltaX =
|
||||||
_queuedRotationDelta.x * rotationSensitivity * viewer.pixelRatio;
|
_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
|
|
||||||
Reference in New Issue
Block a user