Remove `F32ArrayToMat4` in favor of `glmatrix.mat4.clone()`
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@ -124,15 +124,6 @@ interface MeshDescriptor {
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positions: glmatrix.vec2[];
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}
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function F32ArrayToMat4(array: Float32Array): mat4 {
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const mat = glmatrix.mat4.create();
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glmatrix.mat4.set(mat, array[0], array[1], array[2], array[3],
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array[4], array[5], array[6], array[7],
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array[8], array[9], array[10], array[11],
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array[12], array[13], array[14], array[15]);
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return mat;
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}
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class ThreeDController extends DemoAppController<ThreeDView> {
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font!: PathfinderFont;
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textFrames!: TextFrame[];
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@ -573,11 +564,11 @@ class ThreeDRenderer extends Renderer {
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this.clearDestFramebuffer(true);
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this.vrProjectionMatrix = frame.leftProjectionMatrix;
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this.vrRightEye = false;
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this.camera.setView(F32ArrayToMat4(frame.leftViewMatrix), frame.pose);
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this.camera.setView((glmatrix.mat4.clone as any)(frame.leftViewMatrix), frame.pose);
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this.redraw();
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this.vrRightEye = true;
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this.vrProjectionMatrix = frame.rightProjectionMatrix;
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this.camera.setView(F32ArrayToMat4(frame.rightViewMatrix), frame.pose);
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this.camera.setView((glmatrix.mat4.clone as any)(frame.rightViewMatrix), frame.pose);
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this.redraw();
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}
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@ -938,9 +929,9 @@ class ThreeDRenderer extends Renderer {
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}
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private calculateProjectionTransform(): glmatrix.mat4 {
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if (this.vrProjectionMatrix != null) {
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return F32ArrayToMat4(this.vrProjectionMatrix);
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}
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if (this.vrProjectionMatrix != null)
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return (glmatrix.mat4.clone as any)(this.vrProjectionMatrix);
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const canvas = this.renderContext.canvas;
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const projection = glmatrix.mat4.create();
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glmatrix.mat4.perspective(projection,
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