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Remove PowerScaledCoordinates and rename PowerScaledSphere to Sphere (closes #4)
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@@ -227,8 +227,7 @@ void RenderablePlaneProjection::updatePlane(const Image& img, double currentTime
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);
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// The apparent position, CN+S, makes image align best with target
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// @TODO: Remove these powerscaled coordinates
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psc projection[4];
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glm::dvec3 projection[4];
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for (size_t j = 0; j < bounds.size(); ++j) {
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bounds[j] = SpiceManager::ref().frameTransformationMatrix(
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frame,
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@@ -246,12 +245,8 @@ void RenderablePlaneProjection::updatePlane(const Image& img, double currentTime
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currentTime
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) * cornerPosition;
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projection[j] = PowerScaledCoordinate::CreatePowerScaledCoordinate(
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cornerPosition[0],
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cornerPosition[1],
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cornerPosition[2]
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);
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projection[j][3] += 3;
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// km -> m
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projection[j] = cornerPosition * 1000.0;
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}
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if (!_moving) {
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@@ -264,21 +259,28 @@ void RenderablePlaneProjection::updatePlane(const Image& img, double currentTime
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}
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}
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glm::vec3 p[4] = {
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glm::vec3(projection[0]),
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glm::vec3(projection[1]),
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glm::vec3(projection[2]),
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glm::vec3(projection[3])
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};
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const GLfloat vertex_data[] = {
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// square of two triangles drawn within fov in target coordinates
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// x y z w s t
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// Lower left 1
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projection[1][0], projection[1][1], projection[1][2], projection[1][3], 0, 0,
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p[1].x, p[1].y, p[1].z, 0.f, 0.f, 0.f,
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// Upper right 2
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projection[3][0], projection[3][1], projection[3][2], projection[3][3], 1, 1,
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p[3].x, p[3].y, p[3].z, 0.f, 1.f, 1.f,
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// Upper left 3
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projection[2][0], projection[2][1], projection[2][2], projection[2][3], 0, 1,
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p[2].x, p[2].y, p[2].z, 0.f, 0.f, 1.f,
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// Lower left 4 = 1
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projection[1][0], projection[1][1], projection[1][2], projection[1][3], 0, 0,
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p[1].x, p[1].y, p[1].z, 0.f, 0.f, 0.f,
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// Lower right 5
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projection[0][0], projection[0][1], projection[0][2], projection[0][3], 1, 0,
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p[0].x, p[0].y, p[0].z, 0.f, 1.f, 0.f,
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// Upper left 6 = 2
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projection[3][0], projection[3][1], projection[3][2], projection[3][3], 1, 1,
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p[3].x, p[3].y, p[3].z, 0.f, 1.f, 1.f,
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};
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glBindVertexArray(_quad);
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