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Hey, I've been trying the XR mode (specifically immersive-ar) and I have some feedback.
immersive-ar
Currently, each time you have to get the camera's position and quaternion, you have to do it like this:
const cameraPosition = new THREE.Vector3().setFromMatrixPosition(camera.matrixWorld) const cameraQuaternion = new THREE.Quaternion().setFromRotationMatrix(camera.matrixWorld)
Because just the camera.matrixWorld is updated directly from the XRViewerPose, the position and quaternion are never updated.
camera.matrixWorld
XRViewerPose
three.js/src/renderers/webxr/WebXRManager.js
Line 415 in 043e5c9
Can this be solved just by setting the position and quaternion from the matrixWorld each frame and setting camera.matrixAutoUpdate = false?
camera.matrixAutoUpdate = false
The text was updated successfully, but these errors were encountered:
I believe this issue is related to #18448 (comment).
If so, is it okay for you to mark this issue as a duplicate and continue the discussion in #18448?
Sorry, something went wrong.
Yeah sure. So are camera.position and camera.quaternion be updated automatically when that issue will be fixed?
camera.position
camera.quaternion
Let's see how this PR goes: #19085
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Hey, I've been trying the XR mode (specifically
immersive-ar
) and I have some feedback.Currently, each time you have to get the camera's position and quaternion, you have to do it like this:
Because just the
camera.matrixWorld
is updated directly from theXRViewerPose
, the position and quaternion are never updated.three.js/src/renderers/webxr/WebXRManager.js
Line 415 in 043e5c9
Can this be solved just by setting the position and quaternion from the matrixWorld each frame and setting
camera.matrixAutoUpdate = false
?The text was updated successfully, but these errors were encountered: