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; }
glm::vec3 Player::GetPlayerRenderPosition(float delta) { return GetRenderPosition(delta) + glm::vec3(0, 1.5, 0); }