254 lines
8 KiB
C++
254 lines
8 KiB
C++
// views.hxx -- data structures and routines for managing and view parameters.
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//
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// Written by Curtis Olson, started August 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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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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#ifndef _VIEWS_HXX
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#define _VIEWS_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <FDM/flight.hxx>
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#include <Math/mat3.h>
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#include <Math/point3d.hxx>
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#include <Time/fg_time.hxx>
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#include <Time/light.hxx>
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#include "options.hxx"
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// used in views.cxx and tilemgr.cxx
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#define USE_FAST_FOV_CLIP
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// Define a structure containing view information
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class FGView {
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public:
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// the current offset from forward for viewing
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double view_offset;
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// the goal view offset for viewing (used for smooth view changes)
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double goal_view_offset;
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// flag forcing update of fov related stuff
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bool update_fov;
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// fov of view is specified in the y direction, win_ratio is used to
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// calculate the fov in the X direction = width/height
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double win_ratio;
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// width & height of window
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int winWidth, winHeight;
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// sin and cos of (fov / 2) in Y axis
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double sin_fov_y, cos_fov_y;
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double sinlon, coslon;
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// slope of view frustum edge in eye space Y axis
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double slope_y;
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// sin and cos of (fov / 2) in X axis
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double sin_fov_x, cos_fov_x;
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// slope of view frustum edge in eye space X axis
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double slope_x;
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#if defined( USE_FAST_FOV_CLIP )
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double fov_x_clip, fov_y_clip;
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#endif // USE_FAST_FOV_CLIP
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// View frustum cull ratio (% of tiles culled ... used for
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// reporting purposes)
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double vfc_ratio;
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// Number of triangles rendered;
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int tris_rendered;
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int tris_culled;
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// absolute view position
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Point3D abs_view_pos;
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// view position translated to scenery.center
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Point3D view_pos;
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// cartesion coordinates of current lon/lat if at sea level
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// translated to scenery.center*/
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Point3D cur_zero_elev;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the sun is directly over
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MAT3vec to_sun;
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// surface direction to go to head towards sun
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MAT3vec surface_to_sun;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the moon is directly over
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MAT3vec to_moon;
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// surface direction to go to head towards moon
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MAT3vec surface_to_moon;
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// surface vector heading south
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MAT3vec surface_south;
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// surface vector heading east (used to unambiguously align sky
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// with sun)
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MAT3vec surface_east;
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// local up vector (normal to the plane tangent to the earth's
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// surface at the spot we are directly above
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MAT3vec local_up;
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// up vector for the view (usually point straight up through the
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// top of the aircraft
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MAT3vec view_up;
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// the vector pointing straight out the nose of the aircraft
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MAT3vec view_forward;
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// Transformation matrix for eye coordinates to aircraft coordinates
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MAT3mat AIRCRAFT;
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// Transformation matrix for the view direction offset relative to
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// the AIRCRAFT matrix
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MAT3mat VIEW_OFFSET;
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// Transformation matrix for aircraft coordinates to world
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// coordinates
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MAT3mat WORLD;
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// Combined transformation from eye coordinates to world coordinates
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MAT3mat EYE_TO_WORLD;
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// Inverse of EYE_TO_WORLD which is a transformation from world
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// coordinates to eye coordinates
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MAT3mat WORLD_TO_EYE;
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// Current model view matrix;
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GLdouble MODEL_VIEW[16];
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public:
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// Constructor
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FGView( void );
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// Destructor
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~FGView( void );
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// Initialize a view class
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void Init( void );
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// Basically, this is a modified version of the Mesa gluLookAt()
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// function that's been modified slightly so we can capture the
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// result (and use it later) otherwise this all gets calculated in
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// OpenGL land and we don't have access to the results.
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void LookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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GLdouble centerx, GLdouble centery, GLdouble centerz,
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GLdouble upx, GLdouble upy, GLdouble upz );
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// Update the view volume, position, and orientation
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void UpdateViewParams( void );
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// Flag to request that UpdateFOV() be called next time
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// UpdateViewMath() is run.
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inline void force_update_fov_math() { update_fov = true; }
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// Update the view parameters
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void UpdateViewMath( FGInterface *f );
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// Update the "World to Eye" transformation matrix
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void UpdateWorldToEye( FGInterface *f );
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// Update the field of view coefficients
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void UpdateFOV( const fgOPTIONS& o );
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// accessor functions
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inline double get_view_offset() const { return view_offset; }
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inline void set_view_offset( double a ) { view_offset = a; }
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inline void inc_view_offset( double amt ) { view_offset += amt; }
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inline double get_goal_view_offset() const { return goal_view_offset; }
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inline void set_goal_view_offset( double a) { goal_view_offset = a; }
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inline double get_win_ratio() const { return win_ratio; }
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inline void set_win_ratio( double r ) { win_ratio = r; }
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inline int get_winWidth() const { return winWidth; }
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inline void set_winWidth( int w ) { winWidth = w; }
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inline int get_winHeight() const { return winHeight; }
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inline void set_winHeight( int h ) { winHeight = h; }
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inline double get_slope_y() const { return slope_y; }
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inline double get_slope_x() const { return slope_x; }
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#if defined( USE_FAST_FOV_CLIP )
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inline double get_fov_x_clip() const { return fov_x_clip; }
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inline double get_fov_y_clip() const { return fov_y_clip; }
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#endif // USE_FAST_FOV_CLIP
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inline double get_vfc_ratio() const { return vfc_ratio; }
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inline void set_vfc_ratio(double r) { vfc_ratio = r; }
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inline int get_tris_rendered() const { return tris_rendered; }
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inline void set_tris_rendered( int tris) { tris_rendered = tris; }
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inline int get_tris_culled() const { return tris_culled; }
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inline void set_tris_culled( int tris) { tris_culled = tris; }
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inline Point3D get_abs_view_pos() const { return abs_view_pos; }
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inline Point3D get_view_pos() const { return view_pos; }
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inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
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inline double *get_to_sun() { return to_sun; }
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inline void set_to_sun( double x, double y, double z) {
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to_sun[0] = x;
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to_sun[1] = y;
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to_sun[2] = z;
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}
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inline double *get_surface_to_sun() { return surface_to_sun; }
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inline void set_surface_to_sun( double x, double y, double z) {
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surface_to_sun[0] = x;
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surface_to_sun[1] = y;
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surface_to_sun[2] = z;
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}
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inline double *get_to_moon() { return to_moon; }
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inline void set_to_moon( double x, double y, double z) {
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to_moon[0] = x;
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to_moon[1] = y;
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to_moon[2] = z;
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}
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inline double *get_surface_to_moon() { return surface_to_moon; }
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inline void set_surface_to_moon( double x, double y, double z) {
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surface_to_moon[0] = x;
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surface_to_moon[1] = y;
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surface_to_moon[2] = z;
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}
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inline double *get_surface_south() { return surface_south; }
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inline double *get_surface_east() { return surface_east; }
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inline double *get_local_up() { return local_up; }
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inline const MAT3mat *get_WORLD_TO_EYE() const { return &WORLD_TO_EYE; }
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inline GLdouble *get_MODEL_VIEW() { return MODEL_VIEW; }
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};
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extern FGView current_view;
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#endif // _VIEWS_HXX
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