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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@@ -973,7 +973,7 @@ void OpenGLGuiHelper::setVisualizerFlag(int flag, int enable)
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}
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void OpenGLGuiHelper::resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)
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void OpenGLGuiHelper::resetCamera(float camDist, float yaw, float pitch, float camPosX,float camPosY, float camPosZ)
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{
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if (getRenderInterface() && getRenderInterface()->getActiveCamera())
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{
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@@ -1222,4 +1222,4 @@ void OpenGLGuiHelper::dumpFramesToVideo(const char* mp4FileName)
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{
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m_data->m_glApp->dumpFramesToVideo(mp4FileName);
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}
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}
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}
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@@ -46,7 +46,7 @@ struct OpenGLGuiHelper : public GUIHelperInterface
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virtual void setUpAxis(int axis);
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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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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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virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
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