- // Get zero view_pos
- virtual float * get_view_pos() {if ( _dirty ) { recalc(); } return _view_pos; }
- // Get the absolute view position in fgfs coordinates.
- virtual double * get_absolute_view_pos ();
- // Get zero elev
- virtual float * get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
- // Get world up vector
- virtual float *get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
- // Get the relative (to scenery center) view position in fgfs coordinates.
- virtual float * getRelativeViewPos ();
- // Get the absolute zero-elevation view position in fgfs coordinates.
- virtual float * getZeroElevViewPos ();
- // Get surface east vector
- virtual float *get_surface_east() { if ( _dirty ) { recalc(); } return _surface_east; }
- // Get surface south vector
- virtual float *get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
-
- // Matrices...
- virtual const sgVec4 *get_VIEW() { if ( _dirty ) { recalc(); } return VIEW; }
- virtual const sgVec4 *get_UP() { if ( _dirty ) { recalc(); } return UP; }
+ const SGVec3d& get_view_pos() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
+ const SGVec3d& getViewPosition() { if ( _dirty ) { recalc(); } return _absolute_view_pos; }
+ const SGQuatd& getViewOrientation() { if ( _dirty ) { recalc(); } return mViewOrientation; }
+ const SGQuatd& getViewOrientationOffset() { if ( _dirty ) { recalc(); } return mViewOffsetOr; }