// view position translated to scenery.center
Point3D view_pos;
+ // pilot offset from center of gravity. The X axis is positive
+ // out the tail, Y is out the right wing, and Z is positive up.
+ // Distances in meters of course.
+ sgVec3 pilot_offset;
+
// cartesion coordinates of current lon/lat if at sea level
// translated to scenery.center
Point3D cur_zero_elev;
inline void set_tris_culled( int tris) { tris_culled = tris; }
inline Point3D get_abs_view_pos() const { return abs_view_pos; }
inline Point3D get_view_pos() const { return view_pos; }
+ inline float *get_pilot_offset() { return pilot_offset; }
+ inline void set_pilot_offset( float x, float y, float z ) {
+ sgSetVec3( pilot_offset, x, y, z );
+ }
inline Point3D get_cur_zero_elev() const { return cur_zero_elev; }
inline float *get_to_sun() { return to_sun; }
- inline void set_to_sun( float x, float y, float z) {
+ inline void set_to_sun( float x, float y, float z ) {
sgSetVec3( to_sun, x, y, z );
}
inline float *get_surface_to_sun() { return surface_to_sun; }