scene::ISceneNode(parent, mgr, id),
m_seed(seed),
m_camera_pos(0,0),
- m_time(0)
+ m_time(0),
+ m_camera_offset(0,0,0)
{
m_material.setFlag(video::EMF_LIGHTING, false);
//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
}
#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
-#define CONTAINS(x, z, radius) \
+#define INAREA(x, z, radius) \
((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
v[3].Pos.set( rx, ry,-rz);
break;
case 1: // back
- if(CONTAINS(xi, zi-1, cloud_radius_i)){
+ if(INAREA(xi, zi-1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
if(grid[j])
continue;
v[3].Pos.set(-rx,-ry,-rz);
break;
case 2: //right
- if(CONTAINS(xi+1, zi, cloud_radius_i)){
+ if(INAREA(xi+1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
if(grid[j])
continue;
v[3].Pos.set( rx,-ry,-rz);
break;
case 3: // front
- if(CONTAINS(xi, zi+1, cloud_radius_i)){
+ if(INAREA(xi, zi+1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
if(grid[j])
continue;
v[3].Pos.set( rx,-ry, rz);
break;
case 4: // left
- if(CONTAINS(xi-1, zi, cloud_radius_i)){
+ if(INAREA(xi-1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
if(grid[j])
continue;
}
v3f pos(p0.X, m_cloud_y, p0.Y);
+ pos -= intToFloat(m_camera_offset, BS);
for(u16 i=0; i<4; i++)
v[i].Pos += pos;