#include "CFluidUVMotion.hpp" #include "zeus/Math.hpp" namespace urde { 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; } 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; } void CFluidUVMotion::CalculateFluidTextureOffset(float t, float offsets[3][2]) const { float totalYOffset = (t * x4c_ooTimeToWrap) * zeus::fastCosF(x50_orientation); float totalXOffset = (t * x4c_ooTimeToWrap) * zeus::fastSinF(x50_orientation); for (u32 i = 0 ; i