From f9bd7c3bb554656a2fd4d8e4ac641d0c4021304d Mon Sep 17 00:00:00 2001 From: bmathews Date: Sat, 15 Nov 2025 00:35:43 -0800 Subject: [PATCH] remove accidental commit --- 0001-Fix-object-rotation.patch | 60 ---------------------------------- 1 file changed, 60 deletions(-) delete mode 100644 0001-Fix-object-rotation.patch diff --git a/0001-Fix-object-rotation.patch b/0001-Fix-object-rotation.patch deleted file mode 100644 index b59a2666..00000000 --- a/0001-Fix-object-rotation.patch +++ /dev/null @@ -1,60 +0,0 @@ -From b1c2a8c35479b3588e394e5409f78d24348cfdb2 Mon Sep 17 00:00:00 2001 -From: bmathews -Date: Tue, 11 Nov 2025 17:47:41 -0800 -Subject: [PATCH] Fix object rotation - ---- - app/page.tsx | 22 ++++++++++++---------- - 1 file changed, 12 insertions(+), 10 deletions(-) - -diff --git a/app/page.tsx b/app/page.tsx -index 8d316b1..10cecfa 100644 ---- a/app/page.tsx -+++ b/app/page.tsx -@@ -439,23 +439,26 @@ uniform float tiling5; - .split(" ") - .map((s) => parseFloat(s)); - -- const q = new THREE.Quaternion(); - if (isInterior) { -- // For interiors, we need to: -- // 1. Swap axes to match our coordinate system (z,y,x) -- // 2. Handle the negative scale transformation -- q.setFromAxisAngle( -- new THREE.Vector3(-az, ay, -ax), -- angle * (Math.PI / 180) -+ // For interiors: Apply coordinate system transformation -+ // 1. Convert rotation axis from source coords (ax, az, ay) to Three.js coords -+ // 2. Apply -90 Y rotation to align coordinate systems -+ const sourceRotation = new THREE.Quaternion().setFromAxisAngle( -+ new THREE.Vector3(az, ay, ax), -+ -angle * (Math.PI / 180) -+ ); -+ const coordSystemFix = new THREE.Quaternion().setFromAxisAngle( -+ new THREE.Vector3(0, 1, 0), -+ Math.PI / 2 - ); -+ return coordSystemFix.multiply(sourceRotation); - } else { - // For other objects (terrain, etc) -- q.setFromAxisAngle( -+ return new THREE.Quaternion().setFromAxisAngle( - new THREE.Vector3(ax, ay, -az), - angle * (Math.PI / 180) - ); - } -- return q; - }; - - switch (obj.className) { -@@ -547,7 +550,6 @@ uniform float tiling5; - water.position.set(x, y + scaleY / 2, z); // Added small Y offset to prevent Z-fighting - water.scale.set(-scaleX, scaleY, -scaleZ); // Match InteriorInstance scale negation - water.quaternion.copy(q); -- - root.add(water); - break; - } --- -2.40.0.windows.1 -