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Examples of moving all the objects or moving the camera A flight simulator to display the world from the point of view of the pilot: void pilotView{GLdouble planex, GLdouble planey, GLdouble planez, GLdouble roll, GLdouble pitch, GLdouble heading) { glRotated(roll, 0.0, 1.0, 0.0); glRotated(pitch, 1.0, 0.0, 0.0); glRotated(heading, 0.0, 0.0, 1.0); glTranslated(-planex, -planey, -planez); } Orbiting the camera around an object that’s centered at the origin: void polarView{GLdouble distance, GLdouble twist, GLdouble elevation, GLdouble azimuth) { glTranslated(0.0, 0.0, -distance); glRotated(-twist, 0.0, 0.0, 1.0); glRotated(elevation, 1.0, 0.0, 0.0); glRotated(azimuth, 0.0, 0.0, 1.0); } * x y z Going backwards to the moon in generalized solar system: J2_13_TravelSolar Viewing .*. Another projection method void gluPerspective (GLdouble fovy, GLdouble aspect, GLdouble znear, GLdouble zfar); fovy -- angle of the field of view in x-z plane (0-180 degree); aspect -- w/h; znear, zfar -- the distances between the viewpoint and the clipping planes along the negative z-axis. The should be always positive. OpenGL Viewing public void myPerspective(double fovy, double aspect, double near, double far) { double left, right, bottom, top; fovy = fovy*Math.PI/180; // convert degree to arc top = near*Math.tan(fovy/2); bottom = -top; right = aspect*top; left = -right; gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(left, right, bottom, top, near, far); } Example: J2_14_Perspective Viewing .*. void gluLookAt (GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz); eye -- viewpoint (PRP); center -- reference point (VRP); up -- view up direction (VUP) O
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