metaforce/Runtime/World/CFluidUVMotion.cpp

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#include "Runtime/World/CFluidUVMotion.hpp"
#include <cmath>
#include <zeus/Math.hpp>
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namespace urde {
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation, const CFluidUVMotion::SFluidLayerMotion& colorLayer,
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const CFluidUVMotion::SFluidLayerMotion& pattern1Layer,
const CFluidUVMotion::SFluidLayerMotion& pattern2Layer)
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: x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
x0_fluidLayers.resize(3);
x0_fluidLayers[0] = colorLayer;
x0_fluidLayers[1] = pattern1Layer;
x0_fluidLayers[2] = pattern2Layer;
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}
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation)
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: x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
x0_fluidLayers.resize(3);
x0_fluidLayers[0].x4_ooTimeToWrap = 0.001f;
x0_fluidLayers[1].x4_ooTimeToWrap = 0.33333334f;
x0_fluidLayers[2].x4_ooTimeToWrap = 0.2f;
x0_fluidLayers[2].x8_orientation = 0.78539819f;
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}
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CFluidUVMotion::FluidOffsets CFluidUVMotion::CalculateFluidTextureOffset(float t) const {
FluidOffsets offsets;
const float totalYOffset = t * x4c_ooTimeToWrap * std::cos(x50_orientation);
const float totalXOffset = t * x4c_ooTimeToWrap * std::sin(x50_orientation);
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for (size_t i = 0; i < x0_fluidLayers.size(); ++i) {
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const SFluidLayerMotion& layer = x0_fluidLayers[i];
const float speedT = t * layer.x4_ooTimeToWrap;
const float cycleT = speedT - std::floor(speedT);
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float localY;
float localX;
switch (layer.x0_motion) {
case EFluidUVMotion::Linear: {
localX = speedT;
localY = 0.f;
} break;
case EFluidUVMotion::Circular: {
const float angle = (M_PIF * 2) * cycleT;
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localY = layer.xc_magnitude * std::sin(angle);
localX = layer.xc_magnitude * std::cos(angle);
} break;
case EFluidUVMotion::Oscillate: {
localY = 0.f;
localX = layer.xc_magnitude * std::cos((M_PIF * 2) * cycleT);
} break;
default:
localY = localX = 0.f;
break;
}
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const float x = localX * std::sin(layer.x8_orientation) + localY * std::cos(layer.x8_orientation) + totalXOffset;
const float y = localY * std::sin(layer.x8_orientation) + localX * std::cos(layer.x8_orientation) + totalYOffset;
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offsets[i][0] = x - std::floor(x);
offsets[i][1] = y - std::floor(y);
}
return offsets;
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}
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} // namespace urde