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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.examples.wind;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.effect.MatrixEffectShear;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectWave;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.type.Dynamic;
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import org.distorted.library.type.Dynamic5D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.library.type.Static5D;
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class WindEffectsManager
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{
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private static final long TIME_TO_GET_UP = 400; // time it takes for the max wind to
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// make the flag horizontal (milliseconds)
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private static final long TIME_TO_FALL_DOWN =2000; // time it takes for the flag to
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// fall back down if no wind (milliseconds)
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private long lastTime;
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private float mWind;
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private int mHeight, mWidth;
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private Static3D shearFactor;
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private Static3D scaleFactor;
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private Static3D deformForce;
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private Static5D windFactor11, windFactor12;
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private Dynamic5D windDynamic1;
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private Static5D windFactor21, windFactor22;
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private Dynamic5D windDynamic2;
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private Static5D windFactor31, windFactor32;
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private Dynamic5D windDynamic3;
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private Static5D windFactor41, windFactor42;
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private Dynamic5D windDynamic4;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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WindEffectsManager(int width, int height)
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{
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lastTime = 0;
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mWidth = width;
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mHeight= height;
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shearFactor = new Static3D(0,0,0);
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scaleFactor = new Static3D(1,1,1);
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deformForce = new Static3D(mWidth/3,0,0);
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windFactor11 = new Static5D(mHeight/10,mHeight/5, 180, 0, 90);
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windFactor12 = new Static5D(mHeight/10,mHeight/5,-180, 0, 90);
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windDynamic1 = new Dynamic5D(1000,0.0f);
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windDynamic1.add(windFactor11);
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windDynamic1.add(windFactor12);
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windDynamic1.setMode(Dynamic.MODE_JUMP);
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windDynamic1.setAccessType(Dynamic.ACCESS_TYPE_SEQUENTIAL);
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windFactor21 = new Static5D(mHeight/10,mHeight/5,-180, 90, 10);
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windFactor22 = new Static5D(mHeight/10,mHeight/5,+180, 90, 10);
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windDynamic2 = new Dynamic5D(1000,0.0f);
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windDynamic2.add(windFactor21);
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windDynamic2.add(windFactor22);
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windDynamic2.setMode(Dynamic.MODE_JUMP);
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windDynamic2.setAccessType(Dynamic.ACCESS_TYPE_SEQUENTIAL);
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windFactor31 = new Static5D(mHeight/10,mHeight/10,-180, 90, 90);
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windFactor32 = new Static5D(mHeight/10,mHeight/10,+180, 90, 90);
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windDynamic3 = new Dynamic5D(1000,0.0f);
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windDynamic3.add(windFactor31);
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windDynamic3.add(windFactor32);
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windDynamic3.setMode(Dynamic.MODE_JUMP);
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windDynamic3.setAccessType(Dynamic.ACCESS_TYPE_SEQUENTIAL);
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windFactor41 = new Static5D(mHeight/10,mHeight/5,-180, 0, 0);
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windFactor42 = new Static5D(mHeight/10,mHeight/5,+180, 0, 0);
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windDynamic4 = new Dynamic5D(1000,0.0f);
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windDynamic4.add(windFactor41);
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windDynamic4.add(windFactor42);
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windDynamic4.setMode(Dynamic.MODE_JUMP);
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windDynamic4.setAccessType(Dynamic.ACCESS_TYPE_SEQUENTIAL);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void apply(DistortedEffects effects)
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{
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Static3D midLeftMatrix= new Static3D(-mWidth/2,0,0); // matrix effects center is in the middle
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Static3D midRight = new Static3D(mWidth,mHeight/2,0); //
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Static3D tadRight = new Static3D(3*mWidth/4,mHeight/2,0); // vertex & fragment - in the lower-left
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Static4D windRegion = new Static4D(0,0,0,mHeight); //
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setWind(0);
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effects.apply( new MatrixEffectScale(scaleFactor) );
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effects.apply( new MatrixEffectShear(shearFactor,midLeftMatrix) );
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effects.apply( new VertexEffectDeform(deformForce,midRight) );
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effects.apply( new VertexEffectWave(windDynamic1, midRight, windRegion) );
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effects.apply( new VertexEffectWave(windDynamic2, midRight, windRegion) );
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effects.apply( new VertexEffectWave(windDynamic3, midRight, windRegion) );
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effects.apply( new VertexEffectWave(windDynamic4, tadRight, windRegion) );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setWind(int wind)
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{
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mWind = wind;
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float tanAngle = (wind-50)/50.0f;
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shearFactor.set1(tanAngle);
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scaleFactor.set0(1/(float)Math.sqrt(1+tanAngle*tanAngle));
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windDynamic1.setDuration( wind > 0 ? 900 + 10000/wind : Long.MAX_VALUE);
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windDynamic2.setDuration( wind > 0 ? 720 + 8000/wind : Long.MAX_VALUE);
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windDynamic3.setDuration( wind > 0 ? 900 + 10000/wind : Long.MAX_VALUE);
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float wave2 = mHeight*( 0.05f + 0.002f*wind);
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windFactor21.set0(wave2);
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windFactor22.set0(wave2);
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float wave3 = (mHeight/(wind+5.0f));
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windFactor31.set0(wave3);
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windFactor32.set0(wave3);
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float wave4 = (mHeight*(wind*(100-wind)/50000.0f));
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windFactor41.set0(wave4);
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windFactor42.set0(wave4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void increaseWind(long currTime)
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{
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if( lastTime>0 )
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{
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long diff = currTime-lastTime;
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float diffWind = (100.0f*diff/TIME_TO_GET_UP);
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mWind += diffWind;
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if( mWind>100.0f ) mWind=100.0f;
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setWind( (int)mWind );
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}
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lastTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void decreaseWind(long currTime)
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{
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if( lastTime>0 )
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{
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long diff = currTime-lastTime;
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float diffWind = (100.0f*diff/TIME_TO_FALL_DOWN);
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mWind -= diffWind;
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if( mWind<0.0f ) mWind=0.0f;
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setWind( (int)mWind );
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}
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lastTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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}
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