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Aquaria/BBGE/RenderObject_inline.h
fgenesis 0a3f57486b Simplify RenderObject::followCamera math, remove branches, cleanup followCamera related code.
It also appears that a RenderObject is always on a layer when rendered.
Assert this in the code. This saves some extra branches.
2023-03-05 21:25:59 +01:00

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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
{
assert(layer != LR_NONE);
assert(!parent); // this makes no sense when we're not a root object
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
Vector mul = rl.followCameraMult;
float f = followCamera;
if(!f)
f = rl.followCamera;
if (f <= 0)
return position;
const Vector pos = (position - core->screenCenter) * f + core->screenCenter;
return position * (Vector(1,1) - mul) + (pos * mul); // lerp
}
#endif