// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline NiBackToFrontSortProcessor::NiBackToFrontSortProcessor( bool bSortByClosestPoint) : m_pfDepths(NULL), m_uiAllocatedDepths(0), m_bSortByClosestPoint(bSortByClosestPoint) { } //--------------------------------------------------------------------------- inline void NiBackToFrontSortProcessor::SetSortByClosestPoint( bool bSortByClosestPoint) { m_bSortByClosestPoint = bSortByClosestPoint; } //--------------------------------------------------------------------------- inline bool NiBackToFrontSortProcessor::GetSortByClosestPoint() const { return m_bSortByClosestPoint; } //--------------------------------------------------------------------------- inline float NiBackToFrontSortProcessor::ComputeDepth( const NiGeometry& kGeometry, const NiPoint3& kDir) { const NiBound& kWorldBound = kGeometry.GetWorldBound(); float fDepth = kWorldBound.GetCenter() * kDir; if (m_bSortByClosestPoint) { fDepth -= kWorldBound.GetRadius(); } return fDepth; } //---------------------------------------------------------------------------