var tang[3]; vec_diff(temp, player.x, my.x); vec_set(tang, my.pan); vec_inverse(tang); vec_rotate(temp, tang); // // Now temp holds the offset of the object in local coordinates. // if (temp.x > my.min_x && temp.x < my.max_x) && (temp.y > my.min_y && temp.y < my.max_y) { // I'm inside the XY plane! }
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