2000-10-26 21:23:38 +00:00
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// viewer_lookat.hxx -- class for managing a "look at" viewer in
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// the flightgear world.
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//
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// Written by Curtis Olson, started October 2000.
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//
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// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include <simgear/compiler.h>
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <plib/ssg.h> // plib include
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/vector.hxx>
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#include <Scenery/scenery.hxx>
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#include "globals.hxx"
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#include "viewer_lookat.hxx"
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// Constructor
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FGViewerLookAt::FGViewerLookAt( void )
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{
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}
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2000-11-01 02:30:10 +00:00
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void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
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const sgVec3 up )
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{
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// Caveats:
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// 1) In order to compute the line of sight, the eye point must not be equal
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// to the center point.
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// 2) The up vector must not be parallel to the line of sight from the eye
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// to the center point.
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/* Compute the direction vectors */
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sgVec3 x,y,z;
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/* Y vector = center - eye */
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sgSubVec3 ( y, center, eye ) ;
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/* Z vector = up */
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sgCopyVec3 ( z, up ) ;
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/* X vector = Y cross Z */
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sgVectorProductVec3 ( x, y, z ) ;
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/* Recompute Z = X cross Y */
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sgVectorProductVec3 ( z, x, y ) ;
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/* Normalize everything */
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sgNormaliseVec3 ( x ) ;
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sgNormaliseVec3 ( y ) ;
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sgNormaliseVec3 ( z ) ;
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/* Build the matrix */
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#define M(row,col) dst[row][col]
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M(0,0) = x[0]; M(0,1) = x[1]; M(0,2) = x[2]; M(0,3) = 0.0;
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M(1,0) = y[0]; M(1,1) = y[1]; M(1,2) = y[2]; M(1,3) = 0.0;
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M(2,0) = z[0]; M(2,1) = z[1]; M(2,2) = z[2]; M(2,3) = 0.0;
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M(3,0) = eye[0]; M(3,1) = eye[1]; M(3,2) = eye[2]; M(3,3) = 1.0;
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2000-10-26 21:23:38 +00:00
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#undef M
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}
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// convert sgMat4 to MAT3 and print
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static void print_sgMat4( sgMat4 &in) {
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int i, j;
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for ( i = 0; i < 4; i++ ) {
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for ( j = 0; j < 4; j++ ) {
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printf("%10.4f ", in[i][j]);
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}
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cout << endl;
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}
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}
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// Update the view parameters
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void FGViewerLookAt::update() {
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Point3D tmp;
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2000-11-01 23:27:32 +00:00
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sgVec3 minus_z;
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2000-10-26 21:23:38 +00:00
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// calculate the cartesion coords of the current lat/lon/0 elev
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Point3D p = Point3D( geod_view_pos[0],
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geod_view_pos[1],
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sea_level_radius );
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tmp = sgPolarToCart3d(p) - scenery.center;
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sgSetVec3( zero_elev, tmp[0], tmp[1], tmp[2] );
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// calculate view position in current FG view coordinate system
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// p.lon & p.lat are already defined earlier, p.radius was set to
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// the sea level radius, so now we add in our altitude.
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if ( geod_view_pos[2] > (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
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p.setz( p.radius() + geod_view_pos[2] );
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} else {
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p.setz( p.radius() + scenery.cur_elev + 0.5 * METER_TO_FEET );
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}
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tmp = sgPolarToCart3d(p);
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sgdSetVec3( abs_view_pos, tmp[0], tmp[1], tmp[2] );
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// view_pos = abs_view_pos - scenery.center;
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sgdVec3 sc;
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sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
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sgdVec3 vp;
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sgdSubVec3( vp, abs_view_pos, sc );
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sgSetVec3( view_pos, vp );
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2000-11-01 02:30:10 +00:00
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sgAddVec3( view_pos, pilot_offset );
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2000-10-26 21:23:38 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "sea level radius = " << sea_level_radius );
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FG_LOG( FG_VIEW, FG_DEBUG, "Polar view pos = " << p );
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2000-11-01 04:32:04 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "Absolute view pos = "
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2000-10-26 21:23:38 +00:00
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<< abs_view_pos[0] << ","
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<< abs_view_pos[1] << ","
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<< abs_view_pos[2] );
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2000-11-01 04:32:04 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "Relative view pos = "
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2000-10-26 21:23:38 +00:00
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<< view_pos[0] << "," << view_pos[1] << "," << view_pos[2] );
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2000-11-01 04:32:04 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "pilot offset = "
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2000-11-01 02:30:10 +00:00
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<< pilot_offset[0] << "," << pilot_offset[1] << ","
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<< pilot_offset[2] );
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2000-11-01 04:32:04 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "view forward = "
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2000-10-26 21:23:38 +00:00
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<< view_forward[0] << "," << view_forward[1] << ","
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<< view_forward[2] );
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2000-11-01 04:32:04 +00:00
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FG_LOG( FG_VIEW, FG_DEBUG, "view up = "
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2000-10-26 21:23:38 +00:00
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<< view_up[0] << "," << view_up[1] << ","
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<< view_up[2] );
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// Make the VIEW matrix.
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2000-11-01 02:30:10 +00:00
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fgMakeLookAtMat4( VIEW, view_pos, view_forward, view_up );
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2000-10-26 21:23:38 +00:00
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// cout << "VIEW matrix" << endl;
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// print_sgMat4( VIEW );
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// the VIEW matrix includes both rotation and translation. Let's
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// knock out the translation part to make the VIEW_ROT matrix
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sgCopyMat4( VIEW_ROT, VIEW );
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VIEW_ROT[3][0] = VIEW_ROT[3][1] = VIEW_ROT[3][2] = 0.0;
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// Make the world up rotation matrix
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sgMakeRotMat4( UP,
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geod_view_pos[0] * RAD_TO_DEG,
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0.0,
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-geod_view_pos[1] * RAD_TO_DEG );
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// use a clever observation into the nature of our tranformation
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// matrix to grab the world_up vector
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sgSetVec3( world_up, UP[0][0], UP[0][1], UP[0][2] );
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// cout << "World Up = " << world_up[0] << "," << world_up[1] << ","
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// << world_up[2] << endl;
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//!!!!!!!!!!!!!!!!!!!
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// THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
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// THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
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// this in gui.cxx for now just testing
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2001-01-08 22:01:24 +00:00
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extern float GuiQuat_mat[4][4];
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sgPreMultMat4( VIEW, GuiQuat_mat);
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2000-10-26 21:23:38 +00:00
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// !!!!!!!!!! testing
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// Given a vector pointing straight down (-Z), map into onto the
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// local plane representing "horizontal". This should give us the
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// local direction for moving "south".
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sgSetVec3( minus_z, 0.0, 0.0, -1.0 );
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sgmap_vec_onto_cur_surface_plane(world_up, view_pos, minus_z,
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surface_south);
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sgNormalizeVec3(surface_south);
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// cout << "Surface direction directly south " << surface_south[0] << ","
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// << surface_south[1] << "," << surface_south[2] << endl;
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// now calculate the surface east vector
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#define USE_FAST_SURFACE_EAST
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#ifdef USE_FAST_SURFACE_EAST
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sgVec3 world_down;
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sgNegateVec3(world_down, world_up);
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sgVectorProductVec3(surface_east, surface_south, world_down);
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#else
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sgMakeRotMat4( TMP, FG_PI_2 * RAD_TO_DEG, world_up );
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// cout << "sgMat4 TMP" << endl;
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// print_sgMat4( TMP );
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sgXformVec3(surface_east, surface_south, TMP);
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#endif // USE_FAST_SURFACE_EAST
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// cout << "Surface direction directly east " << surface_east[0] << ","
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// << surface_east[1] << "," << surface_east[2] << endl;
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// cout << "Should be close to zero = "
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// << sgScalarProductVec3(surface_south, surface_east) << endl;
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set_clean();
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}
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// Destructor
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FGViewerLookAt::~FGViewerLookAt( void ) {
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}
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