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Aquaria/BBGE/RenderObject_inline.h

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C

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef RENDEROBJECT_INLINE_H
#define RENDEROBJECT_INLINE_H
inline bool RenderObject::isOnScreen() const
{
if (followCamera == 1) return true;
// note: radii are sqr-ed for speed
const float cullRadiusSqr = (getCullRadiusSqr() * core->invGlobalScaleSqr) + core->cullRadiusSqr;
return ((this->getFollowCameraPosition() - core->cullCenter).getSquaredLength2D() < cullRadiusSqr);
}
Vector RenderObject::getFollowCameraPosition() const
{
return getFollowCameraPosition(position);
}
Vector RenderObject::getFollowCameraPosition(const Vector& v) const
{
assert(layer != LR_NONE);
assert(!parent); // this makes no sense when we're not a root object
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
Vector M = rl.followCameraMult;
float F = followCamera;
if(!F)
F = rl.followCamera;
if (F <= 0)
return v;
/* Originally, not accounting for parallax lock on an axis, this was:
pos = v - core->screenCenter;
pos *= F;
pos = core->screenCenter + pos;
*/
// uppercase are effectively constants that are not per-object
// lowercase are per-object
// more concise math:
//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
//return v * (Vector(1,1) - M) + (pos * M); // lerp
// optimized and rearranged
const Vector C = core->screenCenter;
const Vector M1 = Vector(1,1) - M;
const Vector T = C * (1 - F);
const Vector pos = T + (F * v);
return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
}
#endif