#include "Runtime/World/CFluidUVMotion.hpp" #include #include namespace urde { CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation, const SFluidLayerMotion& colorLayer, const SFluidLayerMotion& pattern1Layer, const SFluidLayerMotion& pattern2Layer) : x0_fluidLayers{{colorLayer, pattern1Layer, pattern2Layer}} , x4c_ooTimeToWrap(1.f / timeToWrap) , x50_orientation(orientation) {} 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; } 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 (size_t i = 0; i < x0_fluidLayers.size(); ++i) { const SFluidLayerMotion& layer = x0_fluidLayers[i]; const float speedT = t * layer.x4_ooTimeToWrap; const 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: { const 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; } 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