//------------------------------------------------------------------------
Vec3 CVehicleViewFirstPerson::GetWorldPosGoal()
{
	Vec3 vehiclePos;

	if (m_pHelper)
	{
		vehiclePos = m_pHelper->GetVehicleSpaceTranslation();
	}
	else if(!m_sCharacterBoneName.empty())
	{
		Vec3 bonePos;
		IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_pSeat->GetPassenger());
		ICharacterInstance* pCharacter = pEntity ? pEntity->GetCharacter(0) : NULL;
		if(pCharacter)
		{
			IDefaultSkeleton& rIDefaultSkeleton = pCharacter->GetIDefaultSkeleton();
			uint32 id = rIDefaultSkeleton.GetJointIDByName(m_sCharacterBoneName);
			uint32 numJoints = rIDefaultSkeleton.GetJointCount();
			if(numJoints > id)
			{
				bonePos = pCharacter->GetISkeletonPose()->GetAbsJointByID(id).t;
			}
		}
		vehiclePos = pEntity ? pEntity->GetWorldTM() * bonePos : Vec3(0,0,0);	
		return vehiclePos;
	}
	else
	{
		IActor* pActor = CCryAction::GetCryAction()->GetIActorSystem()->GetActor(m_passengerId);
		CRY_ASSERT(pActor);

		vehiclePos = pActor->GetLocalEyePos() + m_offset;

		IEntity* pActorEntity = pActor->GetEntity();
		
		const Matrix34& slotTM = pActorEntity->GetSlotLocalTM(0, false);
    vehiclePos = pActorEntity->GetLocalTM() * slotTM * vehiclePos;
	}

	return m_pVehicle->GetEntity()->GetWorldTM() * vehiclePos;
}