Orientation fix

This commit is contained in:
2026-07-08 20:11:11 +10:00
parent d745b24611
commit 6692e739c6
+10 -15
View File
@@ -69,24 +69,19 @@ function centredCorners(m, w, h) {
}
// Build the marker->camera matrix (POS-IT), converting js-aruco axes to three.js.
// js-aruco POS-IT gives the marker pose in a camera frame with X right, Y up,
// Z toward viewer. Three.js's camera looks down -Z with Y up, so we convert by
// premultiplying F = diag(1,-1,-1) (flip Y and Z). This is the SAME conversion
// the working ar-head.js uses, and it is correct for pitch AND roll: tilting the
// phone up moves an anchored ghost down-screen, and rolling the phone rotates the
// ghost the same way. (An earlier F*M*F "fix" inverted both — don't reintroduce it.)
const flipYZ = new THREE.Matrix4().makeScale(1, -1, -1);
// Convert one POS-IT (R,t) solution into a three.js marker->camera matrix.
// DERIVED FROM REAL DEVICE DATA (orient-debug log): the POS-IT rotation is already
// correct as-is. The old F=diag(1,-1,-1) premultiply was rotating the whole frame
// 180 deg about X -> pitch negated + 180 deg roll ("upside down + inverted tilt").
// The ONLY conversion needed is on the TRANSLATION: three.js's camera looks down
// -Z (and screen Y is up), so we negate translation Y and Z. Rotation stays
// untouched, which keeps pitch/roll/yaw matching the real marker exactly.
function poseToMatrix(R, t) {
const M = new THREE.Matrix4().set(
R[0][0], R[0][1], R[0][2], t[0],
R[1][0], R[1][1], R[1][2], t[1],
R[2][0], R[2][1], R[2][2], t[2],
return new THREE.Matrix4().set(
R[0][0], R[0][1], R[0][2], t[0],
R[1][0], R[1][1], R[1][2], -t[1], // flip translation Y (screen up)
R[2][0], R[2][1], R[2][2], -t[2], // flip translation Z (in front of -Z cam)
0, 0, 0, 1
);
M.premultiply(flipYZ); // F * M (flip Y & Z: POS-IT frame -> three.js frame)
return M;
}
// POS-IT returns TWO solutions for a planar marker (the real pose and a mirror