Vec2d MyTrack::CalcNormal( double trackPos ) const { int idx = IndexFromPos(trackPos); const tTrackSeg* pSeg = m_pSegs[idx].pSeg; double t; Vec3d pt; Vec3d norm; CalcPtAndNormal( pSeg, trackPos - pSeg->lgfromstart, t, pt, norm ); return norm.GetXY(); }