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wip towards Element draw refactor; still using old render path
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12 changed files with 444 additions and 151 deletions
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@ -33,19 +33,42 @@ inline bool RenderObject::isOnScreen() const
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}
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Vector RenderObject::getFollowCameraPosition() const
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{
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return getFollowCameraPosition(position);
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}
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Vector RenderObject::getFollowCameraPosition(const Vector& v) const
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{
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assert(layer != LR_NONE);
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assert(!parent); // this makes no sense when we're not a root object
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const RenderObjectLayer &rl = core->renderObjectLayers[layer];
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Vector mul = rl.followCameraMult;
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float f = followCamera;
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if(!f)
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f = rl.followCamera;
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if (f <= 0)
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return position;
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Vector M = rl.followCameraMult;
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float F = followCamera;
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if(!F)
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F = rl.followCamera;
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if (F <= 0)
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return v;
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const Vector pos = (position - core->screenCenter) * f + core->screenCenter;
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return position * (Vector(1,1) - mul) + (pos * mul); // lerp
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/* Originally, not accounting for parallax lock on an axis, this was:
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pos = v - core->screenCenter;
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pos *= F;
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pos = core->screenCenter + pos;
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*/
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// uppercase are effectively constants that are not per-object
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// lowercase are per-object
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// more concise math:
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//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
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//return v * (Vector(1,1) - M) + (pos * M); // lerp
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// optimized and rearranged
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const Vector C = core->screenCenter;
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const Vector M1 = Vector(1,1) - M;
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const Vector T = C * (1 - F);
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const Vector pos = T + (F * v);
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return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
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}
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#endif
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