| 348 | } |
| 349 | |
| 350 | bool CVisualMemoryManager::visible(const CGameObject* game_object, float time_delta) |
| 351 | { |
| 352 | VERIFY(game_object); |
| 353 | |
| 354 | if (game_object->getDestroy()) |
| 355 | return (false); |
| 356 | |
| 357 | |
| 358 | float object_distance, distance = object_visible_distance(game_object, object_distance); |
| 359 | |
| 360 | CNotYetVisibleObject* object = not_yet_visible_object(game_object); |
| 361 | |
| 362 | if (distance < object_distance) |
| 363 | { |
| 364 | if (object) |
| 365 | { |
| 366 | object->m_value -= current_state().m_decrease_value; |
| 367 | if (object->m_value < 0.f) |
| 368 | object->m_value = 0.f; |
| 369 | else |
| 370 | object->m_update_time = Device.dwTimeGlobal; |
| 371 | return (object->m_value >= current_state().m_visibility_threshold); |
| 372 | } |
| 373 | return (false); |
| 374 | } |
| 375 | |
| 376 | float luminocity = object_luminocity(game_object); |
| 377 | float trans; |
| 378 | if (current_state().m_transparency_factor > 0.f && smart_cast<const CActor*>(game_object)) |
| 379 | { |
| 380 | trans = visible_transparency_threshold(game_object); |
| 381 | if (trans < 1.f) |
| 382 | trans = trans < 0.f ? 1.f : (trans * current_state().m_transparency_factor); |
| 383 | |
| 384 | clamp(trans, 0.f, 1.f); |
| 385 | } |
| 386 | else |
| 387 | trans = 1.f; |
| 388 | |
| 389 | if (!object) |
| 390 | { |
| 391 | CNotYetVisibleObject new_object; |
| 392 | new_object.m_object = game_object; |
| 393 | new_object.m_prev_time = 0; |
| 394 | new_object.m_value = get_visible_value(distance, object_distance, time_delta, get_object_velocity(game_object, new_object), luminocity, trans); |
| 395 | clamp(new_object.m_value, 0.f, current_state().m_visibility_threshold + EPS_L); |
| 396 | new_object.m_update_time = Device.dwTimeGlobal; |
| 397 | new_object.m_prev_time = get_prev_time(game_object); |
| 398 | add_not_yet_visible_object(new_object); |
| 399 | return (new_object.m_value >= current_state().m_visibility_threshold); |
| 400 | } |
| 401 | |
| 402 | object->m_update_time = Device.dwTimeGlobal; |
| 403 | object->m_value += get_visible_value(distance, object_distance, time_delta, get_object_velocity(game_object, *object), luminocity, trans); |
| 404 | clamp(object->m_value, 0.f, current_state().m_visibility_threshold + EPS_L); |
| 405 | object->m_prev_time = get_prev_time(game_object); |
| 406 | |
| 407 | return (object->m_value >= current_state().m_visibility_threshold); |
no test coverage detected