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metaforce/Runtime/World/CFluidUVMotion.cpp
Lioncash 221cc5c6b8 RuntimeCommonB: Normalize cpp file includes
Like the prior changes normalizing the inclusions within headers, this
tackles the cpp files of the RuntimeCommonB target, making these source
files consistent with their headers.
2019-12-22 18:12:04 -05:00

66 lines
2.2 KiB
C++

#include "Runtime/World/CFluidUVMotion.hpp"
#include <cmath>
#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 * 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];
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