Game Development Reference
In-Depth Information
β NT
y
R C
β NL
β NR
x
β NB
Figure 1.7. Diagram of the various positions used with each viewable region when
calculating the morphing factors for Boundary Case 1.
the relative quadrant code for each viewable region. This is so we are able
to correctly calculate the center positions for larger neighboring viewable
regions. This also allows us to calculate the associated edge of the viewable
region that may be adjacent to larger neighboring viewable regions.
We will conditionally set the following morphing factors as follows, based
on the relative quadrant code for the viewable region:
R 1: T L =0,if θ ( β FL , (2
×
R λ )) max ,
T T =0,if θ ( β FT , (2
R λ )) max ,
β C =( R Cx + R λ ,R Cy
×
R λ ).
R 2: T T =0,if θ ( β FT , (2 × R λ )) max ,
T R =0,if θ ( β FR , (2
×
R λ )) max ,
β C =( R Cx
R λ ,R Cy
R λ ).
R 3: T R =0,if θ ( β FR , (2
×
R λ )) max ,
T B =0,if θ ( β FB , (2
×
R λ )) max ,
R λ ,R Cy + R λ ).
R 4: T B =0,if θ ( β FB , (2
β C =( R Cx
×
R λ )) max ,
T L =0,if θ ( β FL , (2
R λ )) max ,
β C =( R Cx + R λ ,R Cy + R λ ),
×