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74 lines
2.2 KiB
C
74 lines
2.2 KiB
C
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef RENDEROBJECT_INLINE_H
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#define RENDEROBJECT_INLINE_H
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inline bool RenderObject::isOnScreen() const
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{
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if (followCamera == 1) return true;
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// note: radii are sqr-ed for speed
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const float cullRadiusSqr = (getCullRadiusSqr() * core->invGlobalScaleSqr) + core->cullRadiusSqr;
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return ((this->getFollowCameraPosition() - core->cullCenter).getSquaredLength2D() < cullRadiusSqr);
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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 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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/* 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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