metaforce/Runtime/World/CFluidUVMotion.hpp

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#ifndef __URDE_CFLUIDUVMOTION_HPP__
#define __URDE_CFLUIDUVMOTION_HPP__
#include "rstl.hpp"
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#include "RetroTypes.hpp"
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namespace urde
{
class CFluidUVMotion
{
public:
enum class EFluidUVMotion
{
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Linear,
Circular,
Oscillate,
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};
struct SFluidLayerMotion
{
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EFluidUVMotion x0_motion = EFluidUVMotion::Linear;
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float x4_ooTimeToWrap = 0.16666667f;
float x8_orientation = 0.f;
float xc_magnitude = 1.f;
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float x10_uvMul = 5.f;
float x14_uvScale = 0.2f;
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SFluidLayerMotion() = default;
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SFluidLayerMotion(EFluidUVMotion motion, float timeToWrap, float orientation, float magnitude, float uvMul)
: x0_motion(motion), x4_ooTimeToWrap(1.f / timeToWrap), x8_orientation(orientation),
xc_magnitude(magnitude), x10_uvMul(uvMul), x14_uvScale(1.f / uvMul)
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{
}
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float GetUVScale() const { return x14_uvScale; }
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};
private:
rstl::reserved_vector<SFluidLayerMotion, 3> x0_fluidLayers;
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float x4c_ooTimeToWrap;
float x50_orientation;
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public:
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CFluidUVMotion(float timeToWrap, float orientation, const SFluidLayerMotion& colorLayer,
const SFluidLayerMotion& pattern1Layer, const SFluidLayerMotion& pattern2Layer);
CFluidUVMotion(float timeToWrap, float orientation);
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const rstl::reserved_vector<SFluidLayerMotion, 3>& GetFluidLayers() const { return x0_fluidLayers; }
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float GetOrientation() const { return x50_orientation; }
float GetOOTimeToWrapTexPage() const { return x4c_ooTimeToWrap; }
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void CalculateFluidTextureOffset(float, float[3][2]) const;
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};
}
#endif // __URDE_CFLUIDUVMOTION_HPP__