public class VertexEffectDeform extends VertexEffect
NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS| Constructor and Description |
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VertexEffectDeform(Data3D vector,
Data1D radius,
Data3D center)
Deform the whole Mesh with a (possibly changing in time) vector of force applied to
a (possibly changing in time) point on the Mesh.
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VertexEffectDeform(Data3D vector,
Data1D radius,
Data3D center,
Data4D region)
Deform the whole Mesh with a (possibly changing in time) vector of force applied to
a (possibly changing in time) point on the Mesh.
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| Modifier and Type | Method and Description |
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static void |
enable()
Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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getNumEnabled, setMeshAssociationaddQueue, enableEffects, getCenterDimension, getEffectDimension, getID, getName, getRegionDimension, getString, getType, isUnity, notifyWhenFinished, remQueuepublic VertexEffectDeform(Data3D vector, Data1D radius, Data3D center, Data4D region)
vector - Vector of force that deforms the Mesh.radius - How 'bendy' the object is. Don';t set this to 0. Typically set this to the object's
mesh size (i.e. more or less X of the rightmost vertex - X of the leftmost vertex)center - 3-dimensional Data that, at any given time, returns the Center of the Effect.region - Region that masks the Effect.public VertexEffectDeform(Data3D vector, Data1D radius, Data3D center)
vector - Vector of force that deforms the Mesh.radius - How 'bendy' the object is. Don't set this to 0. Typically set this to the object's
mesh size (i.e. more or less X of the rightmost vertex - X of the leftmost vertex)center - 3-dimensional Data that, at any given time, returns the Center of the Effect.