5 Struct N_ISO_OBJECT
gullradriel edited this page 2026-10-09 00:55:18 +02:00

N_ISO_OBJECT

Module: GRAPHICS: isometric engine, maps, tiles, ...

Drawable object for depth-sorted isometric rendering.

#include "n_iso_engine.h"

Public Attributes

Name
void * user_data
user data passed to draw callback
float sprite_half_w
entity half-width in screen pixels for horizontal occlusion test
float sprite_h
entity height in world units for occlusion (derived from sprite hot_y)
float occluded_alpha
overlay alpha when behind tiles [0..1], 0=hidden, 0.35=ghost, 1=always visible
float occlude_clip_y
OUTPUT: screen Y of top occluder north vertex (for cross-chunk clip fallback).
int is_occluded
OUTPUT: set to 1 if behind tiles during last iso_map_draw() call.
float fz
height in map units (elevation)
float fy
fractional map Y position
float fx
fractional map X position
N_ISO_OBJECT_DRAW_FN draw
draw callback

Public Attributes Documentation

variable user_data

void * user_data;

user data passed to draw callback

variable sprite_half_w

float sprite_half_w;

entity half-width in screen pixels for horizontal occlusion test

variable sprite_h

float sprite_h;

entity height in world units for occlusion (derived from sprite hot_y)

variable occluded_alpha

float occluded_alpha;

overlay alpha when behind tiles [0..1], 0=hidden, 0.35=ghost, 1=always visible

variable occlude_clip_y

float occlude_clip_y;

OUTPUT: screen Y of top occluder north vertex (for cross-chunk clip fallback).

variable is_occluded

int is_occluded;

OUTPUT: set to 1 if behind tiles during last iso_map_draw() call.

variable fz

float fz;

height in map units (elevation)

variable fy

float fy;

fractional map Y position

variable fx

float fx;

fractional map X position

variable draw

N_ISO_OBJECT_DRAW_FN draw;

draw callback