inline float GetRenderDistanceSqrXY(const hkvVec3& vPos, const hkvVec3& vOffset) const
 {
     hkvVec3 vThisPos(hkvNoInitialization);
     GetRenderPosition(vThisPos, vOffset);
     vThisPos-=vPos;
     return vThisPos.x*vThisPos.x + vThisPos.y*vThisPos.y; ///< no height dependency
 }
 inline float GetRenderDistanceSqr(const hkvVec3& vPos, const hkvVec3& vOffset) const
 {
     hkvVec3 vThisPos(hkvNoInitialization);
     GetRenderPosition(vThisPos, vOffset);
     vThisPos-=vPos;
     return vThisPos.x*vThisPos.x + vThisPos.y*vThisPos.y + vThisPos.z*vThisPos.z;
 }
示例#3
0
glm::vec3 Player::GetPlayerRenderPosition(float delta)
{
    return GetRenderPosition(delta) + glm::vec3(0, 1.5, 0);
}