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#1741 Rolling camera and then interacting with the view provide incorrect interactions #1879
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#1741 Rolling camera and then interacting with the view provide incorrect interactions #1879
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Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #1879 +/- ##
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+ Coverage 95.68% 95.69% +0.01%
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Files 125 125
Lines 9961 9988 +27
==========================================
+ Hits 9531 9558 +27
Misses 430 430 ☔ View full report in Codecov by Sentry. |
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Nice! Please add a test. A simple interaction test should do the trick
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I'm trying to understand the behavior with this PR. When the camera is rolled, the temporary up is used, but when do we restore the old up value? Only when we reset the camera?
I think we should slowing converge back the temporary up direction to the initial up direction by doing a slerp
Thats not what we want here I think. |
The bug was that rotating the camera around the object while rolled causes the camera to jerk back to its original orientation. This PR does not change up in the renderer, it gives the interactor a definition to use after rolling with |
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void SetTemporaryUp(const double *tempUp); | ||
void InterpolateTemporaryUp(const double factor, const double* input); | ||
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you can delete this line
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small style change then gtg
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A fix for the following bug: #1741