#ifndef _CFLUIDUVMOTION #define _CFLUIDUVMOTION #include class CFluidUVMotion { public: enum EFluidMotion { kFM_Linear, kFM_Circular, kFM_Oscillate, kFM_NumLayers, }; struct SFluidLayerMotion { EFluidMotion x0_motion; float x4_ooTimeToWrap; float x8_orientation; float xc_magnitude; float x10_uvMul; float x14_uvScale; SFluidLayerMotion(EFluidMotion motion = kFM_Linear, float timeToWrap = 6.f, float orientation = 0.f, float magnitude = 1.f, float uvMul = 5.f) : x0_motion(motion) , x4_ooTimeToWrap(1.f / timeToWrap) , x8_orientation(orientation) , xc_magnitude(magnitude) , x10_uvMul(uvMul) , x14_uvScale(1.f / uvMul) {} SFluidLayerMotion(const SFluidLayerMotion& other) : x0_motion(other.x0_motion) , x4_ooTimeToWrap(other.x4_ooTimeToWrap) , x8_orientation(other.x8_orientation) , xc_magnitude(other.xc_magnitude) , x10_uvMul(other.x10_uvMul) , x14_uvScale(other.x14_uvScale) {} }; private: rstl::reserved_vector< SFluidLayerMotion, kFM_NumLayers > x0_fluidLayers; float x4c_ooTimeToWrap; float x50_orientation; public: CFluidUVMotion(float timeToWrap, float orientation); CFluidUVMotion(float timeToWrap, float orientation, const SFluidLayerMotion& colorLayer, const SFluidLayerMotion& pattern1Layer, const SFluidLayerMotion& pattern2Layer); CFluidUVMotion(const CFluidUVMotion&); void CalculateFluidTextureOffset(float t, float offsets[kFM_NumLayers][2]) const; float GetOOTimeToWrapTexPage() const { return x4c_ooTimeToWrap; } float GetOrientation() const { return x50_orientation; } const SFluidLayerMotion& GetFluidLayerMotion(EFluidMotion motion) const { return x0_fluidLayers[motion]; } const rstl::reserved_vector< SFluidLayerMotion, kFM_NumLayers >& GetFluidLayers() const { return x0_fluidLayers; } }; #endif // _CFLUIDUVMOTION