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Minor debug improvements + misc

- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
  (they were never used until the animation editor fixes - this rotates
   bones on one or more h.flipped parents in the same direction as
   never h.flipped ones)
- removed some unused stuff
This commit is contained in:
fgenesis 2012-01-31 19:25:13 +01:00
commit f2d112b693
7 changed files with 50 additions and 106 deletions

View file

@ -58,41 +58,5 @@ namespace MathFunctions
return angle;
}
UNUSED static void calculateAngleBetweenVectorsInRadians(Vector vector1, Vector vector2, float &solutionAngle)
{
Vector dist = vector1 - vector2;
solutionAngle = atan2f(dist.y, fabsf(dist.x));
if (dist.x < 0)
solutionAngle = PI - solutionAngle;
/*
solutionAngle = -solutionAngle;
solutionAngle += PI/2;
*/
/*
if (dist.x<0)
solutionAngle = PI - solutionAngle;
*/
/*
vector1.normalize2D();
vector2.normalize2D();
solutionAngle = cosf((vector1.x*vector2.x + vector2.y*vector2.y));
*/
//solutionAngle = acosf(vector1.dot(vector2) / (sqrt(vector1.dot(vector1) * vector2.dot(vector2))));
//solutionAngle = acosf(vector1.dot(vector2) / (vector1.getLength2D() * vector2.getLength2D()));
/*
solutionAngle = (solutionAngle /PI)*180;
if (dist.x < 0)
solutionAngle = 180-solutionAngle;
*/
}
};

View file

@ -318,16 +318,19 @@ void Quad::destroy()
bool Quad::isCoordinateInside(Vector coord, int minSize)
{
int hw = fabsf((width)*getRealScale().x)*0.5f;
int hh = fabsf((height)*getRealScale().y)*0.5f;
Vector realscale = getRealScale();
int hw = fabsf((width)*realscale.x)*0.5f;
int hh = fabsf((height)*realscale.y)*0.5f;
if (hw < minSize)
hw = minSize;
if (hh < minSize)
hh = minSize;
if (coord.x >= getRealPosition().x - hw && coord.x <= getRealPosition().x + hw)
Vector pos = getRealPosition();
if (coord.x >= pos.x - hw && coord.x <= pos.x + hw)
{
if (coord.y >= getRealPosition().y - hh && coord.y <= getRealPosition().y + hh)
if (coord.y >= pos.y - hh && coord.y <= pos.y + hh)
{
return true;
}

View file

@ -25,7 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <assert.h>
bool RenderObject::renderCollisionShape = false;
bool RenderObject::integerizePositionForRender = false;
int RenderObject::lastTextureApplied = 0;
bool RenderObject::lastTextureRepeat = false;
bool RenderObject::renderPaths = false;
@ -35,8 +34,6 @@ const bool RENDEROBJECT_FASTTRANSFORM = false;
RenderObjectLayer *RenderObject::rlayer = 0;
InterpolatedVector RenderObject::savePosition;
void RenderObject::toggleAlpha(float t)
{
if (alpha.x < 0.5f)
@ -176,7 +173,6 @@ RenderObject::RenderObject()
motionBlurFrameOffset = 0;
motionBlur = false;
idx = -1;
renderBorders = false;
#ifdef BBGE_BUILD_DIRECTX
useDXTransform = false;
#endif
@ -218,7 +214,6 @@ RenderObject::RenderObject()
colorIsSaved = false;
shareAlphaWithChildren = false;
shareColorWithChildren = false;
touchDamage = 0;
motionBlurTransitionTimer = 0;
}
@ -496,18 +491,26 @@ void RenderObject::disableMotionBlur()
bool RenderObject::isfhr()
{
if (parent)
return parent->isfhr();
else
return this->isfh();
RenderObject *p = this;
bool fh = false;
do
if (p->isfh())
fh = !fh;
while ((p = p->parent));
return fh;
}
bool RenderObject::isfvr()
{
if (parent)
return parent->isfvr();
else
return this->isfv();
RenderObject *p = this;
bool fv = false;
do
if (p->isfv())
fv = !fv;
while ((p = p->parent));
return fv;
}
bool RenderObject::hasRenderPass(const int pass)
@ -888,11 +891,6 @@ void RenderObject::renderCall()
position -= offset;
if (integerizePositionForRender)
{
position = savePosition;
}
}
void RenderObject::renderCollision()

View file

@ -233,7 +233,6 @@ public:
//-------------------------------- Methods above, fields below
static bool renderCollisionShape;
static bool integerizePositionForRender;
static bool renderPaths;
static int lastTextureApplied;
static bool lastTextureRepeat;
@ -274,8 +273,6 @@ public:
bool shareAlphaWithChildren;
bool shareColorWithChildren;
bool renderBorders;
bool cull;
int updateCull;
int layer;
@ -302,7 +299,6 @@ public:
CollideRects collisionRects;
int collisionMaskRadius;
int touchDamage;
float alphaMod;
@ -370,8 +366,6 @@ protected:
StateData *stateData;
float decayRate;
float maxLife;
static InterpolatedVector savePosition;
};
#endif