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remove accidental commit
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@ -1,60 +0,0 @@
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From b1c2a8c35479b3588e394e5409f78d24348cfdb2 Mon Sep 17 00:00:00 2001
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From: bmathews <spoonart@gmail.com>
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Date: Tue, 11 Nov 2025 17:47:41 -0800
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Subject: [PATCH] Fix object rotation
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---
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app/page.tsx | 22 ++++++++++++----------
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1 file changed, 12 insertions(+), 10 deletions(-)
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diff --git a/app/page.tsx b/app/page.tsx
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index 8d316b1..10cecfa 100644
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--- a/app/page.tsx
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+++ b/app/page.tsx
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@@ -439,23 +439,26 @@ uniform float tiling5;
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.split(" ")
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.map((s) => parseFloat(s));
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- const q = new THREE.Quaternion();
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if (isInterior) {
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- // For interiors, we need to:
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- // 1. Swap axes to match our coordinate system (z,y,x)
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- // 2. Handle the negative scale transformation
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- q.setFromAxisAngle(
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- new THREE.Vector3(-az, ay, -ax),
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- angle * (Math.PI / 180)
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+ // For interiors: Apply coordinate system transformation
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+ // 1. Convert rotation axis from source coords (ax, az, ay) to Three.js coords
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+ // 2. Apply -90 Y rotation to align coordinate systems
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+ const sourceRotation = new THREE.Quaternion().setFromAxisAngle(
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+ new THREE.Vector3(az, ay, ax),
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+ -angle * (Math.PI / 180)
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+ );
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+ const coordSystemFix = new THREE.Quaternion().setFromAxisAngle(
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+ new THREE.Vector3(0, 1, 0),
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+ Math.PI / 2
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);
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+ return coordSystemFix.multiply(sourceRotation);
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} else {
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// For other objects (terrain, etc)
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- q.setFromAxisAngle(
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+ return new THREE.Quaternion().setFromAxisAngle(
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new THREE.Vector3(ax, ay, -az),
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angle * (Math.PI / 180)
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);
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}
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- return q;
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};
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switch (obj.className) {
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@@ -547,7 +550,6 @@ uniform float tiling5;
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water.position.set(x, y + scaleY / 2, z); // Added small Y offset to prevent Z-fighting
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water.scale.set(-scaleX, scaleY, -scaleZ); // Match InteriorInstance scale negation
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water.quaternion.copy(q);
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-
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root.add(water);
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break;
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}
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--
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2.40.0.windows.1
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