Created
December 3, 2017 05:40
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Tilt cubes along the waves.
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Vec3 center = pos + CalcGerstnerWaveOffset(immutableCb, pos, terrainFrameCB.g_time); | |
Vec3 offsetXZ = pos + Vec3(1, 0, 1) + CalcGerstnerWaveOffset(immutableCb, pos + Vec3(1, 0, 1), terrainFrameCB.g_time); | |
Vec3 offsetNegX = pos + Vec3(-1, 0, 0) + CalcGerstnerWaveOffset(immutableCb, pos + Vec3(-1, 0, 0), terrainFrameCB.g_time); | |
Vec3 offsetNegZ = pos + Vec3(0, 0, -1) + CalcGerstnerWaveOffset(immutableCb, pos + Vec3(0, 0, -1), terrainFrameCB.g_time); | |
Vec3 normal = normalize(cross(offsetNegZ - offsetXZ, offsetNegX - offsetXZ)); | |
Vec3 rotAxis = normalize(cross(normal, Vec3(0, 1, 0))); | |
float rotRad = acos(dot(normal, Vec3(0, 1, 0))); | |
cube.Draw(MeshXAnimResult(), scale(5, 5, 5) * q2m(Quat(rotAxis, -rotRad)) * translate(center.x, center.y, center.z)); |
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