metaforce/Runtime/World/CFluidUVMotion.cpp

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#include "CFluidUVMotion.hpp"
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#include "zeus/Math.hpp"
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namespace urde
{
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CFluidUVMotion::CFluidUVMotion(float a, float b, const CFluidUVMotion::SFluidLayerMotion& c,
const CFluidUVMotion::SFluidLayerMotion& d, const CFluidUVMotion::SFluidLayerMotion& e)
: x4c_(1.f/a)
, x50_(b)
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{
x0_fluidLayers.resize(3);
x0_fluidLayers[0] = c;
x0_fluidLayers[1] = d;
x0_fluidLayers[2] = e;
}
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CFluidUVMotion::CFluidUVMotion(float, float)
{}
void CFluidUVMotion::CalculateFluidTextureOffset(float f31, float offsets[3][2])
{
float f28 = (f31 * x4c_) * zeus::fastCosF(x50_);
float f29 = (f31 * x4c_) / zeus::fastSinF(x50_);
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for (u32 i = 0 ; i<x0_fluidLayers.size() ; ++i)
{
const SFluidLayerMotion& layer = x0_fluidLayers[i];
float f30 = f31 * layer.x4_a;
float f1 = f30 - std::floor(f30);
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float f27;
float f26;
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switch(layer.x0_motion)
{
case EFluidUVMotion::One:
{
f30 = (M_PIF * 2) * f1;
f27 = layer.xc_c * zeus::fastSinF(f30);
f26 = layer.xc_c * zeus::fastCosF(f30);
}
break;
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case EFluidUVMotion::Two:
{
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f27 = 0.f;
f26 = layer.xc_c * zeus::fastCosF((M_PIF * 2) * f1);
}
break;
default:
f27 = f26 = 0.f;
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break;
}
float x = f26 * zeus::fastSinF(layer.x8_b) + (f27 * zeus::fastCosF(layer.x8_b) + f29);
float y = f27 * zeus::fastSinF(layer.x8_b) + (f26 * zeus::fastCosF(layer.x8_b) + f28);
offsets[i][0] = float(x - floor(x));
offsets[i][1] = float(y - floor(y));
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}
}
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}