Project

General

Profile

« Previous | Next » 

Revision 5e23b17b

Added by Leszek Koltunski over 5 years ago

Make the 'PINCH' effect fully 3D (define its acting line in terms of (latitude,longitude) angle pair).

Still, something is not fully working in the Earth app with the effect - investigate.

View differences:

src/main/java/org/distorted/examples/aroundtheworld/AroundTheWorldEffectsManager.java
29 29
import org.distorted.library.effect.VertexEffectSwirl;
30 30
import org.distorted.library.main.DistortedEffects;
31 31
import org.distorted.library.type.Dynamic1D;
32
import org.distorted.library.type.Dynamic2D;
33 32
import org.distorted.library.type.Dynamic3D;
34 33
import org.distorted.library.type.Static1D;
35
import org.distorted.library.type.Static2D;
36 34
import org.distorted.library.type.Static3D;
37 35
import org.distorted.library.type.Static4D;
38 36

  
......
58 56
  // b) make the nose broader (PINCH)
59 57
  private Static4D aNoseBroaderRegion;
60 58
  private Static3D aNoseBroaderCenter;
61
  private Static2D aNoseBroaderFactor;
62
  private Dynamic2D aNoseBroaderDyn;
59
  private Static3D aNoseBroaderFactor;
60
  private Dynamic3D aNoseBroaderDyn;
63 61
  // c) make the nostrils more visible (DISTORT)
64 62
  private Static4D aNostrilsRegion;
65 63
  private Static3D aNostrilsCenter;
......
95 93
  // a) make the whole face broader (PINCH)
96 94
  private Static4D bFaceRegion;
97 95
  private Static3D bFaceCenter;
98
  private Static2D bFaceFactor;
99
  private Dynamic2D bFaceDyn;
96
  private Static3D bFaceFactor;
97
  private Dynamic3D bFaceDyn;
100 98
  // b) tip of the nose lower (DISTORT)
101 99
  private Static4D bTipLowerRegion;
102 100
  private Static3D bTipLowerCenter;
......
105 103
  // c) broaden the whole nose: (PINCH)
106 104
  private Static4D bWholeNoseRegion;
107 105
  private Static3D bWholeNoseCenter;
108
  private Static2D bWholeNoseFactor;
109
  private Dynamic2D bWholeNoseDyn;
106
  private Static3D bWholeNoseFactor;
107
  private Dynamic3D bWholeNoseDyn;
110 108
  // d) broaden the tip of the nose some more: (PINCH)
111 109
  private Static4D bNoseBroaderRegion;
112 110
  private Static3D bNoseBroaderCenter;
113
  private Static2D bNoseBroaderFactor;
114
  private Dynamic2D bNoseBroaderDyn;
111
  private Static3D bNoseBroaderFactor;
112
  private Dynamic3D bNoseBroaderDyn;
115 113
  // 3) make lips higher: (PINCH)
116 114
  private Static4D bLipsRegion;
117 115
  private Static3D bLipsCenter;
118
  private Static2D bLipsFactor;
119
  private Dynamic2D bLipsDyn;
116
  private Static3D bLipsFactor;
117
  private Dynamic3D bLipsDyn;
120 118
  // Fragment effects
121 119
  // a) make the whole face darker (CHROMA)
122 120
  private Static3D bSkinColorCenter;
......
166 164

  
167 165
    aNoseBroaderRegion = new Static4D(0,0,0,130);
168 166
    aNoseBroaderCenter = new Static3D(300,293,0);
169
    aNoseBroaderDyn    = new Dynamic2D();
170
    aNoseBroaderFactor = new Static2D(0,90);
167
    aNoseBroaderDyn    = new Dynamic3D();
168
    aNoseBroaderFactor = new Static3D(0,0,90);
171 169
    aNoseBroaderDyn.add(aNoseBroaderFactor);
172 170

  
173 171
    aNostrilsRegion    = new Static4D(0,0,0,60);
......
214 212
    // Vertex Effects
215 213
    bFaceRegion        = new Static4D(0,0,0,600);
216 214
    bFaceCenter        = new Static3D(300,300,0);
217
    bFaceFactor        = new Static2D(1.0f,90.0f);
218
    bFaceDyn           = new Dynamic2D();
215
    bFaceFactor        = new Static3D(1.0f,0.0f,90.0f);
216
    bFaceDyn           = new Dynamic3D();
219 217
    bFaceDyn.add(bFaceFactor);
220 218

  
221 219
    bTipLowerRegion    = new Static4D(0,0,0,41);
......
226 224

  
227 225
    bWholeNoseRegion   = new Static4D(0,0,0,130);
228 226
    bWholeNoseCenter   = new Static3D(300,243,0);
229
    bWholeNoseFactor   = new Static2D(1.0f,90.0f);
230
    bWholeNoseDyn      = new Dynamic2D();
227
    bWholeNoseFactor   = new Static3D(1.0f,0.0f,90.0f);
228
    bWholeNoseDyn      = new Dynamic3D();
231 229
    bWholeNoseDyn.add(bWholeNoseFactor);
232 230

  
233 231
    bNoseBroaderRegion = new Static4D(0,0,0,95);
234 232
    bNoseBroaderCenter = new Static3D(300,192,0);
235
    bNoseBroaderFactor = new Static2D(1.0f,90.0f);
236
    bNoseBroaderDyn    = new Dynamic2D();
233
    bNoseBroaderFactor = new Static3D(1.0f,0.0f,90.0f);
234
    bNoseBroaderDyn    = new Dynamic3D();
237 235
    bNoseBroaderDyn.add(bNoseBroaderFactor);
238 236

  
239 237
    bLipsRegion        = new Static4D(0,-96,0,118);
240 238
    bLipsCenter        = new Static3D(300,142,0);
241
    bLipsFactor        = new Static2D(1.0f,0.0f);
242
    bLipsDyn           = new Dynamic2D();
239
    bLipsFactor        = new Static3D(1.0f,90.0f,0.0f);
240
    bLipsDyn           = new Dynamic3D();
243 241
    bLipsDyn.add(bLipsFactor);
244 242

  
245 243
    // Fragment Effects
src/main/java/org/distorted/examples/earth/EarthRenderer.java
50 50
import org.distorted.library.type.Dynamic3D;
51 51
import org.distorted.library.type.DynamicQuat;
52 52
import org.distorted.library.type.Static1D;
53
import org.distorted.library.type.Static2D;
54 53
import org.distorted.library.type.Static3D;
55 54
import org.distorted.library.type.Static4D;
56 55
import org.distorted.library.type.Static5D;
......
89 88
    private Static3D mRegionF;
90 89
    private Static4D mRegionV;
91 90
    private Static1D mStrength;
92
    private Static2D mPinch;
91
    private Static3D mPinch;
93 92
    private Static1D mSwirl;
94 93

  
95 94
    Static4D mQuat1, mQuat2;
......
110 109
      mMove       = new Static3D(0,0,0);
111 110
      mScaleFactor= new Static3D(1,1,1);
112 111
      mCenter     = new Static3D(0,0,0);
113
      mPinch      = new Static2D(0.5f,0.0f);
112
      mPinch      = new Static3D(0.5f,0.0f,0.0f);
114 113
      mSwirl      = new Static1D(45.0f);
115 114

  
116 115
      Dynamic3D scale = new Dynamic3D(0,0.5f);
......
214 213
        case DEFORM           : vector = new Static3D( +x*mObjWidth/CORR, +y*mObjHeight/CORR, +z*mObjDepth/CORR);
215 214
                                effect = new VertexEffectDeform (   vector, center, mRegionV); break;
216 215
        case SINK             : effect = new VertexEffectSink   (mStrength, center, mRegionV); break;
217
        case PINCH            : effect = new VertexEffectPinch  (mPinch   , center, mRegionV); break;      // Those 3 are not really
218
        case SWIRL            : effect = new VertexEffectSwirl  (mSwirl   , center, mRegionV); break;      // fully 3D effects. They
219
        case WAVE             : Static5D wave = new Static5D( RADIUS_V/2, RADIUS_V/2, 0, 90-latitude, 90); // will not look good
220
                                effect = new VertexEffectWave   (wave     , center, mRegionV); break;      // everywhere on the sphere.
216
        case PINCH            : mPinch.set2(latitude);//>0 ? (float)(Math.PI/2 - latitude) : (float)(-Math.PI/2 - latitude) );
217
                                mPinch.set3(longitude);// (float)(Math.PI+longitude) );
218
                                effect = new VertexEffectPinch  (mPinch   , center, mRegionV); break;
219
        case SWIRL            : effect = new VertexEffectSwirl  (mSwirl   , center, mRegionV); break;      // SWIRL & WAVE are not really fully
220
        case WAVE             : Static5D wave = new Static5D( RADIUS_V/2, RADIUS_V/2, 0, 90-latitude, 90); // 3D effects. They will not look
221
                                effect = new VertexEffectWave   (wave     , center, mRegionV); break;      // good everywhere on the sphere.
221 222

  
222 223
        case ALPHA            : effect = new FragmentEffectAlpha     (mStrength,        center, mRegionF, false); break;
223 224
        case SMOOTH_ALPHA     : effect = new FragmentEffectAlpha     (mStrength,        center, mRegionF, true ); break;
src/main/java/org/distorted/examples/generic/GenericEffect.java
116 116
      case DISTORT          : effect = new VertexEffectDistort     (mDyn3, mCenterDyn, mRegion4Dyn); break;
117 117
      case DEFORM           : effect = new VertexEffectDeform      (mDyn3, mCenterDyn, mRegion4Dyn); break;
118 118
      case SINK             : effect = new VertexEffectSink        (mDyn1, mCenterDyn, mRegion4Dyn); break;
119
      case PINCH            : effect = new VertexEffectPinch       (mDyn2, mCenterDyn, mRegion4Dyn); break;
119
      case PINCH            : effect = new VertexEffectPinch       (mDyn3, mCenterDyn, mRegion4Dyn); break;
120 120
      case SWIRL            : effect = new VertexEffectSwirl       (mDyn1, mCenterDyn, mRegion4Dyn); break;
121 121
      case WAVE             : effect = new VertexEffectWave        (mDyn5, mCenterDyn, mRegion4Dyn); break;
122 122

  
......
153 153
      // MATRIX
154 154
      ///////////////////////////////////////////////////////////////////////////////////////
155 155

  
156
      case ROTATE           : float an = (mInter[0]-50)*180/50;
156
      case ROTATE           : float an = (mInter[0]-50)*180/50.0f;
157 157
                              float rx = (mInter[1]-50)/ 50.0f;
158 158
                              float ry = (mInter[2]-50)/ 50.0f;
159 159
                              float rz = (mInter[3]-50)/ 50.0f;
......
202 202
      case WAVE             : float l2 = mAct.get().getWidth()/50.0f;
203 203
                              float x2 = (mInter[0]-50)*l2;
204 204
                              float y2 = (mInter[1]-50)*l2;
205
                              float z2 = (mInter[2]-50)*180 / 50;
206
                              float w2 = (mInter[3]-50)*180 / 50;
207
                              float v2 = (mInter[4]-50)*180 / 50;
205
                              float z2 = (mInter[2]-50)*180 / 50.0f;
206
                              float w2 = (mInter[3]-50)*180 / 50.0f;
207
                              float v2 = (mInter[4]-50)*180 / 50.0f;
208 208
                              mSta5.set(x2,y2,z2,w2,v2);
209 209
                              break;
210 210
      case SWIRL            : mSta1.set( 3.6f*(mInter[0]-50) );
......
212 212
      case SINK             : mSta1.set(mInter[0] > 50 ? 50.0f/(100.01f-mInter[0]) : mInter[0] / 50.0f);
213 213
                              break;
214 214
      case PINCH            : float dp = mInter[0] > 50 ? 50.0f/(100.01f-mInter[0]) : mInter[0] / 50.0f;
215
                              float ap = (mInter[1]-50)*180 / 50;
216
                              mSta2.set(dp,ap);
215
                              float ap = (mInter[1]-50)*180 / 50.0f;
216
                              float bp = (mInter[2]-50)*180 / 50.0f;
217
                              mSta3.set(dp,ap,bp);
217 218
                              break;
218 219

  
219 220
      ///////////////////////////////////////////////////////////////////////////////////////

Also available in: Unified diff