Extrinsics in Shot use Matrix44 not Quaternion. therefore ToMatrix was correct.
Rolling back.... sigh.
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@ -197,7 +197,7 @@ vcg::Point3<S> Shot<S>::Axis(const int & i) const
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{
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vcg::Matrix44<S> m;
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Extrinsics.rot.ToMatrix(m);
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vcg::Point3<S> aa = m.GetColumn3(i);
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vcg::Point3<S> aa = m.GetRow3(i);
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return aa;
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}
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@ -242,7 +242,6 @@ vcg::Point3<S> Shot<S>::ConvertWorldToCameraCoordinates(const vcg::Point3<S> & p
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{
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Matrix44<S> rotM;
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Extrinsics.rot.ToMatrix(rotM);
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Invert(rotM);
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vcg::Point3<S> cp = rotM * (p + Extrinsics.tra);
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cp[2]=-cp[2]; // note: camera reference system is right handed
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return cp;
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@ -256,6 +255,7 @@ vcg::Point3<S> Shot<S>::ConvertCameraToWorldCoordinates(const vcg::Point3<S> & p
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vcg::Point3<S> cp = p;
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cp[2]=-cp[2]; // note: World reference system is left handed
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Extrinsics.rot.ToMatrix(rotM);
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Invert(rotM);
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cp = rotM * cp-Extrinsics.tra;
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return cp;
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}
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