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New code style refactor

This commit is contained in:
Jack Andersen
2018-12-07 19:30:43 -10:00
parent 41ae32be31
commit 636c82a568
1451 changed files with 171430 additions and 203303 deletions

View File

@@ -1,78 +1,62 @@
#include "CFluidUVMotion.hpp"
#include "zeus/Math.hpp"
namespace urde
{
namespace urde {
CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation,
const CFluidUVMotion::SFluidLayerMotion& colorLayer,
CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation, const CFluidUVMotion::SFluidLayerMotion& colorLayer,
const CFluidUVMotion::SFluidLayerMotion& pattern1Layer,
const CFluidUVMotion::SFluidLayerMotion& pattern2Layer)
: x4c_ooTimeToWrap(1.f / timeToWrap)
, x50_orientation(orientation)
{
x0_fluidLayers.resize(3);
x0_fluidLayers[0] = colorLayer;
x0_fluidLayers[1] = pattern1Layer;
x0_fluidLayers[2] = pattern2Layer;
: x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
x0_fluidLayers.resize(3);
x0_fluidLayers[0] = colorLayer;
x0_fluidLayers[1] = pattern1Layer;
x0_fluidLayers[2] = pattern2Layer;
}
CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation)
: 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;
: 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;
}
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);
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);
for (u32 i = 0 ; i<x0_fluidLayers.size() ; ++i)
{
const SFluidLayerMotion& layer = x0_fluidLayers[i];
for (u32 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);
float localY;
float localX;
switch(layer.x0_motion)
{
case EFluidUVMotion::Linear:
{
localX = speedT;
localY = 0.f;
}
break;
case EFluidUVMotion::Circular:
{
float angle = (M_PIF * 2) * cycleT;
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;
}
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;
offsets[i][0] = x - std::floor(x);
offsets[i][1] = y - std::floor(y);
float speedT = t * layer.x4_ooTimeToWrap;
float cycleT = speedT - std::floor(speedT);
float localY;
float localX;
switch (layer.x0_motion) {
case EFluidUVMotion::Linear: {
localX = speedT;
localY = 0.f;
} break;
case EFluidUVMotion::Circular: {
float angle = (M_PIF * 2) * cycleT;
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;
}
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;
offsets[i][0] = x - std::floor(x);
offsets[i][1] = y - std::floor(y);
}
}
}
} // namespace urde