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@@ -64,6 +64,14 @@ function Mat4.rotateX(a)
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0, 0, 0, 1 }
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end
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function Mat4.rotateZ(a)
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local c, s = math.cos(a), math.sin(a)
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return { c, -s, 0, 0,
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s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 }
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end
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-- The rotation a unit quaternion describes, row-major. The VR rig is what
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-- needs it: an OpenXR eye pose arrives as position + orientation
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-- quaternion, and both the eye's transform and its inverse (the view) are
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