mirror of https://github.com/PrimeDecomp/prime.git
Link CFluidUVMotion
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@ -482,7 +482,7 @@ config.libs = [
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Object(NonMatching, "MetroidPrime/CPhysicsActor.cpp"),
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Object(Matching, "MetroidPrime/CPhysicsState.cpp"),
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Object(NonMatching, "MetroidPrime/CRipple.cpp"),
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Object(NonMatching, "MetroidPrime/CFluidUVMotion.cpp"),
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Object(Matching, "MetroidPrime/CFluidUVMotion.cpp"),
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Object(NonMatching, "MetroidPrime/CRippleManager.cpp"),
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Object(NonMatching, "MetroidPrime/Player/CGrappleArm.cpp"),
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Object(NonMatching, "MetroidPrime/Enemies/CSpacePirate.cpp"),
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@ -0,0 +1,63 @@
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#ifndef _CFLUIDUVMOTION
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#define _CFLUIDUVMOTION
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#include <rstl/reserved_vector.hpp>
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class CFluidUVMotion {
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public:
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enum EFluidMotion {
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kFM_Linear,
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kFM_Circular,
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kFM_Oscillate,
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kFM_NumLayers,
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};
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struct SFluidLayerMotion {
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EFluidMotion x0_motion;
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float x4_ooTimeToWrap;
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float x8_orientation;
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float xc_magnitude;
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float x10_uvMul;
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float x14_uvScale;
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SFluidLayerMotion(EFluidMotion motion = kFM_Linear, float timeToWrap = 6.f,
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float orientation = 0.f, float magnitude = 1.f, float uvMul = 5.f)
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: x0_motion(motion)
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, x4_ooTimeToWrap(1.f / timeToWrap)
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, x8_orientation(orientation)
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, xc_magnitude(magnitude)
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, x10_uvMul(uvMul)
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, x14_uvScale(1.f / uvMul) {}
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SFluidLayerMotion(const SFluidLayerMotion& other)
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: x0_motion(other.x0_motion)
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, x4_ooTimeToWrap(other.x4_ooTimeToWrap)
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, x8_orientation(other.x8_orientation)
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, xc_magnitude(other.xc_magnitude)
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, x10_uvMul(other.x10_uvMul)
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, x14_uvScale(other.x14_uvScale) {}
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};
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private:
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rstl::reserved_vector< SFluidLayerMotion, kFM_NumLayers > x0_fluidLayers;
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float x4c_ooTimeToWrap;
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float x50_orientation;
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public:
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CFluidUVMotion(float timeToWrap, float orientation);
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CFluidUVMotion(float timeToWrap, float orientation, const SFluidLayerMotion& colorLayer,
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const SFluidLayerMotion& pattern1Layer, const SFluidLayerMotion& pattern2Layer);
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CFluidUVMotion(const CFluidUVMotion&);
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void CalculateFluidTextureOffset(float t, float offsets[kFM_NumLayers][2]) const;
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float GetOOTimeToWrapTexPage() const { return x4c_ooTimeToWrap; }
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float GetOrientation() const { return x50_orientation; }
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const SFluidLayerMotion& GetFluidLayerMotion(EFluidMotion motion) const {
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return x0_fluidLayers[motion];
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}
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const rstl::reserved_vector< SFluidLayerMotion, kFM_NumLayers >& GetFluidLayers() const {
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return x0_fluidLayers;
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}
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};
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#endif // _CFLUIDUVMOTION
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@ -0,0 +1,61 @@
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#include <MetroidPrime/CFluidUVMotion.hpp>
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#include <Kyoto/Math/CMath.hpp>
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation)
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: x0_fluidLayers(), x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
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x0_fluidLayers.resize(kFM_NumLayers, SFluidLayerMotion());
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x0_fluidLayers[0] = SFluidLayerMotion(CFluidUVMotion::kFM_Linear, 1000.f);
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x0_fluidLayers[1] = SFluidLayerMotion(CFluidUVMotion::kFM_Linear, 3.f);
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x0_fluidLayers[2] = SFluidLayerMotion(CFluidUVMotion::kFM_Linear, 5.f, CMath::Deg2Rad(45.f));
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}
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CFluidUVMotion::CFluidUVMotion(float timeToWrap, float orientation,
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const SFluidLayerMotion& colorLayer,
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const SFluidLayerMotion& pattern1Layer,
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const SFluidLayerMotion& pattern2Layer)
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: x0_fluidLayers(), x4c_ooTimeToWrap(1.f / timeToWrap), x50_orientation(orientation) {
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x0_fluidLayers.resize(kFM_NumLayers, SFluidLayerMotion());
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x0_fluidLayers[0] = colorLayer;
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x0_fluidLayers[1] = pattern1Layer;
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x0_fluidLayers[2] = pattern2Layer;
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}
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void CFluidUVMotion::CalculateFluidTextureOffset(float t, float offsets[kFM_NumLayers][2]) const {
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float totalXOffset = t * GetOOTimeToWrapTexPage();
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float totalYOffset = CMath::FastCosR(GetOrientation()) * totalXOffset;
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totalXOffset *= CMath::FastSinR(GetOrientation());
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for (int i = 0; i < GetFluidLayers().size(); ++i) {
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const SFluidLayerMotion& layer = GetFluidLayerMotion(EFluidMotion(i));
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const float speedT = t * layer.x4_ooTimeToWrap;
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const float cycleT = speedT - floorf(speedT);
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float localY;
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float localX;
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switch (layer.x0_motion) {
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case kFM_Linear:
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localY = 0.f;
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localX = speedT;
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break;
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case kFM_Circular:
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localY = layer.xc_magnitude * CMath::FastSinR((M_PIF * 2) * cycleT);
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localX = layer.xc_magnitude * CMath::FastCosR((M_PIF * 2) * cycleT);
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break;
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case kFM_Oscillate:
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localY = 0.f;
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localX = layer.xc_magnitude * CMath::FastCosR((M_PIF * 2) * cycleT);
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break;
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default:
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localY = localX = 0.f;
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break;
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}
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const float x = totalXOffset + CMath::FastCosR(layer.x8_orientation) * localY +
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CMath::FastSinR(layer.x8_orientation) * localX;
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const float y = totalYOffset + CMath::FastCosR(layer.x8_orientation) * localX +
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CMath::FastSinR(layer.x8_orientation) * localY;
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offsets[i][0] = x - floorf(x);
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offsets[i][1] = y - floorf(y);
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}
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}
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@ -4,6 +4,7 @@
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CAnimationParameters.hpp"
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#include "MetroidPrime/CDamageVulnerability.hpp"
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#include "MetroidPrime/CFluidUVMotion.hpp"
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#include "MetroidPrime/CGrappleParameters.hpp"
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#include "MetroidPrime/CHealthInfo.hpp"
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#include "MetroidPrime/CModelData.hpp"
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@ -272,8 +273,9 @@ CEntity* ScriptLoader::LoadDamageableTrigger(CStateManager& mgr, CInputStream& i
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CAssetId patternTex1 = in.Get< CAssetId >();
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CAssetId patternTex2 = in.Get< CAssetId >();
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CAssetId colorTex = in.Get< CAssetId >();
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CScriptDamageableTrigger::ECanOrbit canOrbit =
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CScriptDamageableTrigger::ECanOrbit(in.Get< bool >());
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CScriptDamageableTrigger::ECanOrbit canOrbit = in.Get< bool >()
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? CScriptDamageableTrigger::kCO_Orbit
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: CScriptDamageableTrigger::kCO_NoOrbit;
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bool active = in.Get< bool >();
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CVisorParameters vParms = LoadVisorParameters(in);
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return rs_new CScriptDamageableTrigger(mgr.AllocateUniqueId(), name, info, position, volume,
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@ -281,7 +283,32 @@ CEntity* ScriptLoader::LoadDamageableTrigger(CStateManager& mgr, CInputStream& i
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colorTex, canOrbit, active, vParms);
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}
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// static CFluidUVMotion LoadFluidUVMotion(CInputStream&) {}
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static CFluidUVMotion LoadFluidUVMotion(CInputStream& in) {
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CFluidUVMotion::EFluidMotion motion = CFluidUVMotion::EFluidMotion(in.ReadLong());
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float a = in.ReadFloat();
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float b = (in.ReadFloat() * M_PIF) / 180.f - M_PIF;
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float c = in.ReadFloat();
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float d = in.ReadFloat();
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CFluidUVMotion::SFluidLayerMotion pattern1Layer(motion, a, b, c, d);
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motion = CFluidUVMotion::EFluidMotion(in.ReadLong());
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a = in.ReadFloat();
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b = (in.ReadFloat() * M_PIF) / 180.f - M_PIF;
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c = in.ReadFloat();
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d = in.ReadFloat();
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CFluidUVMotion::SFluidLayerMotion pattern2Layer(motion, a, b, c, d);
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motion = CFluidUVMotion::EFluidMotion(in.ReadLong());
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a = in.ReadFloat();
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b = in.ReadFloat();
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c = in.ReadFloat();
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d = in.ReadFloat();
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CFluidUVMotion::SFluidLayerMotion colorLayer(motion, a, (b * M_PIF) / 180.f - M_PIF, c, d);
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a = in.ReadFloat();
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b = in.ReadFloat();
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return CFluidUVMotion(a, (b * M_PIF) / 180.f - M_PIF, colorLayer, pattern1Layer, pattern2Layer);
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}
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CEntity* ScriptLoader::LoadSpawnPoint(CStateManager& mgr, CInputStream& in, int propCount,
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const CEntityInfo& info) {
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