Swap yaw and pitch in camera computation. Add functions to convert view matrix to camera position, and camera position to camera yaw pitch roll.
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@@ -55,7 +55,7 @@ struct GUIHelperInterface
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virtual void setUpAxis(int axis)=0;
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virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)=0;
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virtual void resetCamera(float camDist, float yaw, float pitch, float camPosX,float camPosY, float camPosZ)=0;
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virtual bool getCameraInfo(int* width, int* height, float viewMatrix[16], float projectionMatrix[16], float camUp[3], float camForward[3],float hor[3], float vert[3] ) const
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{
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@@ -151,7 +151,7 @@ struct DummyGUIHelper : public GUIHelperInterface
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virtual void setUpAxis(int axis)
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{
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}
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virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)
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virtual void resetCamera(float camDist, float yaw, float pitch, float camPosX,float camPosY, float camPosZ)
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{
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}
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@@ -201,10 +201,10 @@ struct CommonGraphicsApp
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{
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// if (b3Fabs(xDelta)>b3Fabs(yDelta))
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// {
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pitch -= xDelta*m_mouseMoveMultiplier;
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pitch -= yDelta*m_mouseMoveMultiplier;
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// } else
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// {
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yaw += yDelta*m_mouseMoveMultiplier;
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yaw -= xDelta*m_mouseMoveMultiplier;
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// }
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}
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