CS: Fix camera orbit with arbitrary roll

This commit is contained in:
Miloslav Číž 2017-12-08 00:19:05 +01:00
parent cfdc6c788e
commit 5e076ee015

View file

@ -673,12 +673,13 @@ namespace CSVRender
{
osg::Vec3d eye, center, up;
getCamera()->getViewMatrixAsLookAt(eye, center, up);
up = osg::Vec3(0,0,1);
osg::Vec3 absoluteUp = osg::Vec3(0,0,1);
osg::Quat rotation = osg::Quat(value, up);
osg::Quat rotation = osg::Quat(value, absoluteUp);
osg::Vec3d oldOffset = eye - mCenter;
osg::Vec3d newOffset = rotation * oldOffset;
up = rotation * up;
getCamera()->setViewMatrixAsLookAt(mCenter + newOffset, mCenter, up);
}
@ -686,13 +687,14 @@ namespace CSVRender
{
osg::Vec3d eye, center, up;
getCamera()->getViewMatrixAsLookAt(eye, center, up);
up = osg::Vec3(0,0,1);
osg::Vec3 absoluteUp = osg::Vec3(0,0,1);
osg::Vec3d forward = center - eye;
osg::Quat rotation = osg::Quat(value, up ^ forward);
osg::Quat rotation = osg::Quat(value, absoluteUp ^ forward);
osg::Vec3d oldOffset = eye - mCenter;
osg::Vec3d newOffset = rotation * oldOffset;
up = rotation * up;
getCamera()->setViewMatrixAsLookAt(mCenter + newOffset, mCenter, up);
}