// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version.  The license is available for reading at
// either of the locations:
//     http://www.gnu.org/copyleft/lgpl.html
//     http://www.geometrictools.com/License/WildMagicLicense.pdf
//
// Version: 4.0.0 (2006/06/28)

//----------------------------------------------------------------------------
inline void BlendedTerrainEffect::SetFlowDirection (
    const Vector2f& rkFlowDirection)
{
    m_afFlowDirection[0] = rkFlowDirection[0];
    m_afFlowDirection[1] = rkFlowDirection[1];
}
//----------------------------------------------------------------------------
inline Vector2f BlendedTerrainEffect::GetFlowDirection () const
{
    return Vector2f(m_afFlowDirection[0],m_afFlowDirection[1]);
}
//----------------------------------------------------------------------------
inline void BlendedTerrainEffect::SetPowerFactor (float fPowerFactor)
{
    m_afPowerFactor[0] = fPowerFactor;
}
//----------------------------------------------------------------------------
inline float BlendedTerrainEffect::GetPowerFactor () const
{
    return m_afPowerFactor[0];
}
//----------------------------------------------------------------------------
