Axis Correction

This commit is contained in:
2026-07-08 12:34:53 +10:00
parent 114e883f5b
commit ca9307b2fd
+9 -1
View File
@@ -69,6 +69,13 @@ function centredCorners(m, w, h) {
}
// Build the marker->camera matrix (POS-IT), converting js-aruco axes to three.js.
// POS-IT frame is right-handed (X right, Y up, Z toward viewer). To bring the
// full RIGID transform into three.js we must CONJUGATE by F = diag(1,-1,-1):
// M_three = F * M_pose * F
// Premultiplying by F alone flips the translation but leaves the rotation's
// pitch inverted -> "camera up/down moves the ghost the wrong way". The second
// (right) multiply by F fixes the rotation handedness while keeping translation
// correct (F*M*F's translation column is F*t, i.e. flipped exactly once).
const flipYZ = new THREE.Matrix4().makeScale(1, -1, -1);
function markerToCameraMatrix(m) {
const pose = posit.pose(centredCorners(m, grab.width, grab.height));
@@ -80,7 +87,8 @@ function markerToCameraMatrix(m) {
R[2][0], R[2][1], R[2][2], t[2],
0, 0, 0, 1
);
M.premultiply(flipYZ);
M.premultiply(flipYZ); // F * M
M.multiply(flipYZ); // F * M * F (conjugation: fixes pitch handedness)
return { M, err: pose.bestError, dist: Math.hypot(t[0], t[1], t[2]) };
}