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metaforce/Runtime/World/CFluidUVMotion.cpp
Lioncash 14f6dd2cd8 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.
2020-04-12 09:23:52 -04:00

69 lines
2.3 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;
}
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