//! Return the position relative to the given scenery center.
virtual float * get_view_pos( const Point3D& scenery_center );
+ float * get_view_pos( const SGVec3d& sc )
+ { return get_view_pos(Point3D(sc[0], sc[1], sc[2])); }
// Get world up vector
virtual float *get_world_up()
recalcAbsolutePosition();
return UP;
}
+ const sgVec4 *getUpMatrix( const SGVec3d& sc )
+ { return getUpMatrix(Point3D(sc[0], sc[1], sc[2])); }
+
virtual const sgVec4 *getCachedUpMatrix() { return UP; }
private: