Update Z-up to Y-up conversion matrix in App.tsx to correct axis orientation. Remove default camera view rendering from Scene component to streamline camera setup.
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@ -24,8 +24,8 @@ const CV_TO_GL_MAT = new THREE.Matrix4().set(
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// Z-up to Y-up conversion matrix
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// Z-up to Y-up conversion matrix
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// Rotate -90 degrees around X axis to convert from Z-up to Y-up
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// Rotate -90 degrees around X axis to convert from Z-up to Y-up
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const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
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const Z_UP_TO_Y_UP = new THREE.Matrix4().set(
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1, 0, 0, 0,
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-1, 0, 0, 0,
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0, 0, 1, 0,
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0, 0, -1, 0,
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0, -1, 0, 0,
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0, -1, 0, 0,
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0, 0, 0, 1
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0, 0, 0, 1
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)
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)
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@ -210,7 +210,6 @@ const Scene = () => {
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const far = (1 / fov_x) * 20
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const far = (1 / fov_x) * 20
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return <CameraViewFromExtrinsic key={key} name={`${key}(${fov_x.toFixed(1)})`} extrinsic={preProcessExtrinsic(value)} fov={fov_x} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={far} />
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return <CameraViewFromExtrinsic key={key} name={`${key}(${fov_x.toFixed(1)})`} extrinsic={preProcessExtrinsic(value)} fov={fov_x} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={far} />
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})}
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})}
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<CameraViewFromExtrinsic name="default" extrinsic={DEFAULT_TRANSFORMATION_MATRIX} fov={60} aspect={IMAGE_WIDTH / IMAGE_HEIGHT} far={0.4} />
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<Axes />
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<Axes />
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</group>)
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</group>)
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return (
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return (
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