(2017-10-21, 5:37)Michael Horvath Wrote:(2017-10-21, 3:32)Travis Cobbs Wrote: I was working on a feature like this in the past, and apparently never got it working. If you set flags.keepRightSideUp to true in LDrawModelViewer, you will see what I had. Note that it sometimes twists the camera by 90 degrees briefly. I'm not sure why. It may be easier to look at what I already had and fix it than to implement it from scratch.
Using flags.keepRightSideUp is not the same solution as FPS-style controls, like in a video game.
This article has a very general explanation of the solution. But I am having a hard time applying it to LDView. (I am very new to C++.)
https://gamedev.stackexchange.com/questi...d-the-thir
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At the moment I am looking for a way to convert a matrix to something the camera can use. Is there documentation for the camera object?
There's no way to convert a matrix into something the camera can use. The camera can be used to generate a matrix, but not vice-versa. The camera's facing member is an LDLFacing, and that class is fairly well documented (in LDLFacing.h). Given that LDLFacing is a quaternion, if you can find instructions for performing the rotation you want on a quaternion, it should be possible to do with LDLFacing (although it's possible that more member functions would have to be added there).