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CFluidUVMotion: Return std::array by value from CalculateFluidTextureOffset()

Same behavior, but allows for easier use of API and makes it harder to
misuse. It also makes it easier for analysis to determine out of bounds,
given we leverage std::array rather than a pointer that causes arrays to
decay and lose their size information.
This commit is contained in:
Lioncash
2020-04-12 09:20:22 -04:00
parent 3c8619ba44
commit 14f6dd2cd8
4 changed files with 26 additions and 19 deletions

View File

@@ -25,15 +25,16 @@ CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation)
x0_fluidLayers[2].x8_orientation = 0.78539819f;
}
void CFluidUVMotion::CalculateFluidTextureOffset(float t, float offsets[3][2]) const {
float totalYOffset = t * x4c_ooTimeToWrap * std::cos(x50_orientation);
float totalXOffset = t * x4c_ooTimeToWrap * std::sin(x50_orientation);
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);
for (u32 i = 0; i < x0_fluidLayers.size(); ++i) {
for (size_t i = 0; i < x0_fluidLayers.size(); ++i) {
const SFluidLayerMotion& layer = x0_fluidLayers[i];
float speedT = t * layer.x4_ooTimeToWrap;
float cycleT = speedT - std::floor(speedT);
const float speedT = t * layer.x4_ooTimeToWrap;
const float cycleT = speedT - std::floor(speedT);
float localY;
float localX;
switch (layer.x0_motion) {
@@ -42,7 +43,7 @@ void CFluidUVMotion::CalculateFluidTextureOffset(float t, float offsets[3][2]) c
localY = 0.f;
} break;
case EFluidUVMotion::Circular: {
float angle = (M_PIF * 2) * cycleT;
const float angle = (M_PIF * 2) * cycleT;
localY = layer.xc_magnitude * std::sin(angle);
localX = layer.xc_magnitude * std::cos(angle);
} break;
@@ -55,11 +56,13 @@ void CFluidUVMotion::CalculateFluidTextureOffset(float t, float offsets[3][2]) c
break;
}
float x = localX * std::sin(layer.x8_orientation) + localY * std::cos(layer.x8_orientation) + totalXOffset;
float y = localY * std::sin(layer.x8_orientation) + localX * std::cos(layer.x8_orientation) + totalYOffset;
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;
offsets[i][0] = x - std::floor(x);
offsets[i][1] = y - std::floor(y);
}
return offsets;
}
} // namespace urde