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/** | |
* @name Initial orientation | |
* @{ | |
* There fields describe additional rotations applied to the sphere after | |
* the video frame is mapped onto it. The sphere is rotated around the | |
* viewer, who remains stationary. | |
* | |
* A positive yaw moves the left half of the frame forward. | |
* A positive pitch moves the bottom half of the frame upward. | |
* A positive roll moves the left half of the frame downward. | |
* These values are exported as 16.16 fixed point. | |
* | |
* See this equirectangular projection as example: | |
* | |
* @code{.unparsed} | |
* Yaw | |
* -180 0 180 | |
* 90 +-------------+-------------+ 180 | |
* | | | z| => up | |
* P | | | | | |
* i | ^ | 0|____ => right | |
* t 0 +-------------X-------------+ 0 Roll / x | |
* c | | | y/ | |
* h | | | => forward | |
* | | | | |
* -90 +-------------+-------------+ -180 | |
* | |
* X - the default camera center | |
* ^ - the default up vector | |
* @endcode | |
* | |
* The order of transformation is always yaw, followed by pitch, and | |
* finally by roll. | |
*/ | |
int32_t yaw; ///< Rotation around the up vector [-180, 180]. | |
int32_t pitch; ///< Rotation around the right vector [-90, 90]. | |
int32_t roll; ///< Rotation around the forward vector [-180, 180]. | |
/** | |
* @} | |
*/ |
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