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authorSean Harmer <sean.harmer@kdab.com>2018-02-16 14:53:22 +0000
committerSean Harmer <sean.harmer@kdab.com>2018-02-19 11:20:09 +0000
commitba3c6bc0ffcbc9987eab2027102d9972de4592bb (patch)
tree1a6281639fe083d9070ff406ae105ab1381993ca
parent51dca6514593978beb28afa1c9f99ccd9a5c212c (diff)
Revert "CameraControllers: use the Camera's upVector"
This reverts commit 627167bd4a2e1dc12ffee813e82f9b33bff19a22. There was a reason to use the y axis as the up vector here which is to keep the camera controller oriented correctly. Without this restriction it's far too easy to end up with a twisted camera. If we want a fully free trackball type controller, let's add that as a new type, or perhaps as an option on these. Change-Id: I56c8708535d4ccd05ccb5f2ddea732bb27abda58 Reviewed-by: Mike Krus <mike.krus@kdab.com>
-rw-r--r--src/extras/defaults/qfirstpersoncameracontroller.cpp2
-rw-r--r--src/extras/defaults/qorbitcameracontroller.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/extras/defaults/qfirstpersoncameracontroller.cpp b/src/extras/defaults/qfirstpersoncameracontroller.cpp
index bba6bcdfd..0561bbc37 100644
--- a/src/extras/defaults/qfirstpersoncameracontroller.cpp
+++ b/src/extras/defaults/qfirstpersoncameracontroller.cpp
@@ -102,7 +102,7 @@ void QFirstPersonCameraController::moveCamera(const QAbstractCameraController::I
theLookSpeed *= 0.2f;
}
- const QVector3D upVector(theCamera->upVector());
+ const QVector3D upVector(0.0f, 1.0f, 0.0f);
theCamera->pan(state.rxAxisValue * theLookSpeed * dt, upVector);
theCamera->tilt(state.ryAxisValue * theLookSpeed * dt);
diff --git a/src/extras/defaults/qorbitcameracontroller.cpp b/src/extras/defaults/qorbitcameracontroller.cpp
index 903d1587b..61b930569 100644
--- a/src/extras/defaults/qorbitcameracontroller.cpp
+++ b/src/extras/defaults/qorbitcameracontroller.cpp
@@ -150,7 +150,7 @@ void QOrbitCameraController::moveCamera(const QAbstractCameraController::InputSt
if (theCamera == nullptr)
return;
- const QVector3D upVector(theCamera->upVector());
+ const QVector3D upVector(0.0f, 1.0f, 0.0f);
// Mouse input
if (state.leftMouseButtonActive) {