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