_C_ License Applicability. Except to the extent portions of this file are _C_ made subject to an alternative license as permitted in the SGI Free _C_ Software License B, Version 1.1 (the "License"), the contents of this _C_ file are subject only to the provisions of the License. You may not use _C_ this file except in compliance with the License. You may obtain a copy _C_ of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 _C_ Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: _C_ _C_ http://oss.sgi.com/projects/FreeB _C_ _C_ Note that, as provided in the License, the Software is distributed on an _C_ "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS _C_ DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND _C_ CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A _C_ PARTICULAR PURPOSE, AND NON-INFRINGEMENT. _C_ _C_ Original Code. The Original Code is: OpenGL Sample Implementation, _C_ Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, _C_ Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. _C_ Copyright in any portions created by third parties is as indicated _C_ elsewhere herein. All Rights Reserved. _C_ _C_ Additional Notice Provisions: The application programming interfaces _C_ established by SGI in conjunction with the Original Code are The _C_ OpenGL(R) Graphics System: A Specification (Version 1.2.1), released _C_ April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version _C_ 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X _C_ Window System(R) (Version 1.3), released October 19, 1998. This software _C_ was created using the OpenGL(R) version 1.2.1 Sample Implementation _C_ published by SGI, but has not been independently verified as being _C_ compliant with the OpenGL(R) version 1.2.1 Specification. _C_ _C_ $Date: 2004/03/14 08:29:09 $ $Revision: 1.1.1.4 $ _C_ The first character in this file must be an '_'! _C_ Anything on a line after _C_ is ignored _define(_filters,eqn)_C_ _C_ eqn is automatically replaced with neqn for nroff _header(LookAt, define a viewing transformation) _names(LookAt) .EQ delim $$ .EN .SH PARAMETERS _phead(_param1 _param2 _param3) Specifies the position of the eye point. _phead(_param4 _param5 _param6) Specifies the position of the reference point. _phead(_param7 _param8 _param9) Specifies the direction of the \f2up\fP vector. .SH DESCRIPTION _cmnd creates a viewing matrix derived from an eye point, a reference point indicating the center of the scene, and an \f2UP\fP vector. .P The matrix maps the reference point to the negative \f2z\fP axis and the eye point to the origin. When a typical projection matrix is used, the center of the scene therefore maps to the center of the viewport. Similarly, the direction described by the \f2UP\fP vector projected onto the viewing plane is mapped to the positive \f2y\fP axis so that it points upward in the viewport. The \f2UP\fP vector must not be parallel to the line of sight from the eye point to the reference point. .P Let .sp .EQ F ~=~ left ( down 20 { ~ matrix { ccol {_eqnparam4 above _eqnparam5 above _eqnparam6} ccol { ~-~ above ~-~ above ~-~} ccol {_eqnparam1 above _eqnparam2 above _eqnparam3} } } ~~ right ) .EN .sp Let \f2UP\fP be the vector $(_eqnparam7, _eqnparam8, _eqnparam9)$. .P Then normalize as follows: .EQ f ~=~ F over {|| F ||} .EN .P .EQ UP sup prime ~=~ UP over {|| UP ||} .EN .sp .P Finally, let $s ~=~ f ~times~ UP sup prime$, and $u ~=~ s ~times~ f$. .P .sp M is then constructed as follows: .EQ M ~=~ left ( matrix { ccol { ~s[0] above ~u[0] above -f[0] above 0 } ccol { ~s[1] above ~u[1] above -f[1] above 0 } ccol { ~s[2] above ~u[2] above -f[2] above 0 } ccol { 0 above 0 above 0 above 1 } } ~~right ) .EN .P and _cmnd is equivalent to .Ex glMultMatrixf(M); glTranslated (-eyex, -eyey, -eyez); .Ee .SH SEE ALSO _glcmnd(Frustum), _cmnd(Perspective)