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@ -1048,18 +1048,12 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
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if (ps2->unk16 & 1) continue;
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if (ps2->unk16 & 1) continue;
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// Decide which sort order algorithm to use, based on whether the sprites have some overlapping area.
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/* Decide which comparator to use, based on whether the bounding
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if ((
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* boxes overlap
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(ps2->xmin > ps->xmin && ps2->xmin < ps->xmax) ||
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*/
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(ps2->xmax > ps->xmin && ps2->xmin < ps->xmax)
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if (ps->xmax > ps2->xmin && ps->xmin < ps2->xmax && // overlap in X?
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) && ( // overlap in X
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ps->ymax > ps2->ymin && ps->ymin < ps2->ymax && // overlap in Y?
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(ps2->ymin > ps->ymin && ps2->ymin < ps->ymax) ||
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ps->zmax > ps2->zmin && ps->zmin < ps2->zmax) { // overlap in Z?
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(ps2->ymax > ps->ymin && ps2->ymin < ps->ymax)
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) && ( // overlap in Y
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(ps2->zmin > ps->zmin && ps2->zmin < ps->zmax) ||
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(ps2->zmax > ps->zmin && ps2->zmin < ps->zmax)
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)) { // overlap in Z
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// Sprites overlap.
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// Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen,
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// Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen,
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// and with higher Z elevation, draw in front.
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// and with higher Z elevation, draw in front.
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// Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
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// Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
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