diff --git a/Engine/source/forest/forestWindEmitter.cpp b/Engine/source/forest/forestWindEmitter.cpp index 1f59ab0e7..67dc3fc12 100644 --- a/Engine/source/forest/forestWindEmitter.cpp +++ b/Engine/source/forest/forestWindEmitter.cpp @@ -515,25 +515,19 @@ void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderSta drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );// drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) ); - S32 useRadius = mWindRadius; // Draw a 2D circle for the wind radius. if ( isRadialEmitter() ) { - - //So the problem is that when your inside the sphere it won't render so it might make someone - //think that it's not working right. So what I did was determine if the camera is inside the sphere. - //If the camera is inside the sphere, then I find the distance from the center of the sphere to the camera - //Round down and use that as the radius to draw the sphere. - //That way if someone zooms in or out, their screen is still showing the sphere. - GameConnection * gc = GameConnection::getConnectionToServer(); - GameBase* gb = gc->getCameraObject(); - if (gb) - { - Point3F camPos = gb->getPosition(); - if ( getPosition().isInsideSphere( camPos, mWindRadius ) ) - useRadius = getPosition().distanceTo(camPos); - } + // If the camera is close to the sphere, shrink the sphere so it remains visible. + GameConnection* gc = GameConnection::getConnectionToServer(); + GameBase* gb; + if ( gc && (gb = gc->getCameraObject()) ) + { + F32 camDist = (gb->getPosition() - getPosition()).len(); + if ( camDist < mWindRadius ) + useRadius = camDist; + } drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) ); } } diff --git a/Engine/source/math/mPoint3.h b/Engine/source/math/mPoint3.h index 9a0524ad0..5a85c6cd0 100644 --- a/Engine/source/math/mPoint3.h +++ b/Engine/source/math/mPoint3.h @@ -123,22 +123,6 @@ class Point3F void interpolate(const Point3F&, const Point3F&, F32); void zero(); - F32 distanceTo(Point3F loc) - { - F32 xSqr = (this->x - loc.x) * (this->x - loc.x); - F32 ySqr = (this->y - loc.y) * (this->y - loc.y); - F32 zSqr = (this->z - loc.z) * (this->z - loc.z); - - F32 mySqr = xSqr + ySqr + zSqr; - - return sqrt(mySqr); - } - - bool isInsideSphere(Point3F pt, F32 Radius) - { - return ( (( this->x - pt.x) * ( this->x - pt.x) ) + (( this->y - pt.y) * ( this->y - pt.y) ) + (( this->z - pt.z) * ( this->z - pt.z) ) <= (Radius * Radius)); - } - /// Returns the smallest absolute value. F32 least() const;