AVSphericalMapping.yaw

* @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. The order of transformation is always * yaw, followed by pitch, and finally by roll. * * The coordinate system matches the one defined in OpenGL, where the * forward vector (z) is coming out of screen, and it is equivalent to * a rotation matrix of R = r_y(yaw) * r_x(pitch) * r_z(roll). * * A positive yaw rotates the portion of the sphere in front of the viewer * toward their right. A positive pitch rotates the portion of the sphere * in front of the viewer upwards. A positive roll tilts the portion of * the sphere in front of the viewer to the viewer's right. * * These values are exported as 16.16 fixed point. * * See this equirectangular projection as example: * * @code{.unparsed} * Yaw * -180 0 180 * 90 +-------------+-------------+ 180 * | | | up * P | | | y| forward * i | ^ | | /z * t 0 +-------------X-------------+ 0 Roll | / * c | | | | / * h | | | 0|/_____right * | | | x * -90 +-------------+-------------+ -180 * * X - the default camera center * ^ - the default up vector * @endcode *////< Rotation around the up vector [-180, 180]

struct AVSphericalMapping
int yaw;

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