- // the goal view offset angle (used for smooth view changes)
- double goal_view_offset;
-
- double goal_view_tilt;
-
- // view position in opengl world coordinates (this is the
- // abs_view_pos translated to scenery.center)
- sgVec3 view_pos;
-
- // radius to sea level from center of the earth (m)
- double sea_level_radius;
-
- // cartesion coordinates of current lon/lat if at sea level
- // translated to scenery.center
- sgVec3 zero_elev;
-
- // height ASL of the terrain for our current view position
- // (future?) double ground_elev;
-
- // surface vector heading south
- sgVec3 surface_south;
-
- // surface vector heading east (used to unambiguously align sky
- // with sun)
- sgVec3 surface_east;
-
- // world up vector (normal to the plane tangent to the earth's
- // surface at the spot we are directly above
- sgVec3 world_up;
-
- // sg versions of our friendly matrices
- sgMat4 VIEW, VIEW_ROT, UP;
-
- // up vector for the view (usually point straight up through the
- // top of the aircraft
- sgVec3 view_up;
-
- // the vector pointing straight out the nose of the aircraft
- sgVec3 view_forward;
-
- // Transformation matrix for the view direction offset relative to
- // the AIRCRAFT matrix
- sgMat4 VIEW_OFFSET;
-
- // sg versions of our friendly matrices (from lookat)
- sgMat4 LOCAL, TRANS, LARC_TO_SSG;
-
- inline void set_dirty() { _dirty = true; }
- inline void set_clean() { _dirty = false; }
-
- // from lookat
- void fgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center,
- const sgVec3 up );
-
- // from rph
- void fgMakeViewRot( sgMat4 dst, const sgMat4 m1, const sgMat4 m2 );
- void fgMakeLOCAL( sgMat4 dst, const double Theta,
- const double Phi, const double Psi);
-
-
-public: