I'm essentially trying to mimic the way the camera rotates in Maya. The arcball in Maya is always aligned with the with the y-axis. So no matter where the up-vector is pointing, it's still rotated or registered with it's up-vector along the y-axis.
I've been able to implement is arcball in OpenGL using C++ and Qt. But I can't figure out how to keep it's up-vector aligned. I've been able to keep it aligned at times by my code below:
void ArcCamera::setPos (Vector3 np)
{
Vector3 up(0, 1, 0);
Position = np;
ViewDir = (ViewPoint - Position); ViewDir.normalize();
RightVector = ViewDir ^ up; RightVector.normalize();
UpVector = RightVector ^ ViewDir; UpVector.normalize();
}
This works up until the position is at 90-degrees, then the right vector changes and everything is inverted.
So instead I've been maintaining the total rotation (in quaternions) and rotating the original positions (up, right, pos) by it. This works best to keep everything coherent, but now I simply can't align the up-vector to the y-axis. Below is the function for the rotation.
void CCamera::setRot (QQuaternion q)
{
tot = tot * q;
Position = tot.rotatedVector(PositionOriginal);
UpVector = tot.rotatedVector(UpVectorOriginal);
UpVector.normalize();
RightVector = tot.rotatedVector(RightVectorOriginal);
RightVector.normalize();
}
The QQuaternion q is generated from the axis-angle pair derived from the mouse drag. I'm confident this is done correctly. The rotation itself is fine, it just doesn't keep the orientation aligned.
I've noticed in my chosen implementation, dragging in the corners provides a rotation around my view direction, and I can always realign the up-vector to straighten out to the world's y-axis direction. So If I could figure out how much to roll I could probably do two rotations each time to make sure it's all straight. However, I'm not sure how to go about this.
Keep track of you view and right vectors, from the beginning and update them with the rotation matrix. Then calculate your up vector.