// Vectors and positions...
- // Get zero view_pos
- const SGVec3f& 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
- const SGVec3f& get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
+ const SGVec3d& get_zero_elev() {if ( _dirty ) { recalc(); } return _zero_elev; }
// Get world up vector
const SGVec3f& get_world_up() {if ( _dirty ) { recalc(); } return _world_up; }
// Get surface east vector
// Get surface south vector
const SGVec3f& get_surface_south() {if ( _dirty ) { recalc(); } return _surface_south; }
+ 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; }
SGQuatd mViewOrientation;
SGVec3d _absolute_view_pos;
- SGVec3f _relative_view_pos;
double _lon_deg;
double _lat_deg;
// Ratio of window width and height; height = width *
// aspect_ratio. This value is automatically calculated based on
// window dimentions.
- double _aspect_ratio;
+ double _aspect_ratio;
// default = 1.0, this value is user configurable and is
// multiplied into the aspect_ratio to get the actual vertical fov
double _aspect_ratio_multiplier;
- // view position in opengl world coordinates (this is the
- // abs_view_pos translated to scenery.center)
- SGVec3f _view_pos;
-
// cartesion coordinates of current lon/lat if at sea level
- // translated to scenery.center
- SGVec3f _zero_elev;
+ SGVec3d _zero_elev;
// surface vector heading south
SGVec3f _surface_south;