CS: Fix camera orbit with arbitrary roll

pull/359/head
Miloslav Číž 7 years ago
parent cfdc6c788e
commit 5e076ee015

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

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