prime/include/MetroidPrime/CFluidUVMotion.hpp

64 lines
1.9 KiB
C++

#ifndef _CFLUIDUVMOTION
#define _CFLUIDUVMOTION
#include <rstl/reserved_vector.hpp>
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