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