2019-12-22 20:04:07 +00:00
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#include "Runtime/World/CFluidUVMotion.hpp"
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#include <cmath>
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#include <zeus/Math.hpp>
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2016-04-20 05:44:08 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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2016-04-20 05:44:08 +00:00
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2018-12-08 05:30:43 +00:00
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation, const CFluidUVMotion::SFluidLayerMotion& colorLayer,
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2017-08-13 07:56:35 +00:00
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const CFluidUVMotion::SFluidLayerMotion& pattern1Layer,
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const CFluidUVMotion::SFluidLayerMotion& pattern2Layer)
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2018-12-08 05:30:43 +00:00
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: x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
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x0_fluidLayers.resize(3);
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x0_fluidLayers[0] = colorLayer;
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x0_fluidLayers[1] = pattern1Layer;
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x0_fluidLayers[2] = pattern2Layer;
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2016-04-20 05:44:08 +00:00
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}
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2017-08-13 07:56:35 +00:00
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation)
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2018-12-08 05:30:43 +00:00
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: x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
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x0_fluidLayers.resize(3);
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x0_fluidLayers[0].x4_ooTimeToWrap = 0.001f;
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x0_fluidLayers[1].x4_ooTimeToWrap = 0.33333334f;
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x0_fluidLayers[2].x4_ooTimeToWrap = 0.2f;
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x0_fluidLayers[2].x8_orientation = 0.78539819f;
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2017-08-13 07:56:35 +00:00
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}
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2017-07-30 11:00:30 +00:00
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2020-04-12 13:20:22 +00:00
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CFluidUVMotion::FluidOffsets CFluidUVMotion::CalculateFluidTextureOffset(float t) const {
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FluidOffsets offsets;
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const float totalYOffset = t * x4c_ooTimeToWrap * std::cos(x50_orientation);
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const float totalXOffset = t * x4c_ooTimeToWrap * std::sin(x50_orientation);
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2018-12-08 05:30:43 +00:00
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2020-04-12 13:20:22 +00:00
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for (size_t i = 0; i < x0_fluidLayers.size(); ++i) {
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2018-12-08 05:30:43 +00:00
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const SFluidLayerMotion& layer = x0_fluidLayers[i];
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2020-04-12 13:20:22 +00:00
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const float speedT = t * layer.x4_ooTimeToWrap;
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const float cycleT = speedT - std::floor(speedT);
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2018-12-08 05:30:43 +00:00
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float localY;
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float localX;
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switch (layer.x0_motion) {
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case EFluidUVMotion::Linear: {
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localX = speedT;
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localY = 0.f;
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} break;
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case EFluidUVMotion::Circular: {
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2020-04-12 13:20:22 +00:00
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const float angle = (M_PIF * 2) * cycleT;
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2018-12-08 05:30:43 +00:00
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localY = layer.xc_magnitude * std::sin(angle);
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localX = layer.xc_magnitude * std::cos(angle);
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} break;
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case EFluidUVMotion::Oscillate: {
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localY = 0.f;
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localX = layer.xc_magnitude * std::cos((M_PIF * 2) * cycleT);
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} break;
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default:
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localY = localX = 0.f;
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break;
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}
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2017-07-30 11:00:30 +00:00
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2020-04-12 13:20:22 +00:00
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const float x = localX * std::sin(layer.x8_orientation) + localY * std::cos(layer.x8_orientation) + totalXOffset;
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const float y = localY * std::sin(layer.x8_orientation) + localX * std::cos(layer.x8_orientation) + totalYOffset;
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2017-08-04 13:48:48 +00:00
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2018-12-08 05:30:43 +00:00
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offsets[i][0] = x - std::floor(x);
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offsets[i][1] = y - std::floor(y);
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}
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2020-04-12 13:20:22 +00:00
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return offsets;
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2016-04-20 05:44:08 +00:00
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}
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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