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import org.distorted.library.Distorted;
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import org.distorted.library.DistortedBitmap;
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import org.distorted.library.EffectNames;
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import org.distorted.library.EffectTypes;
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import org.distorted.library.type.Dynamic3D;
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import org.distorted.library.type.Static3D;
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class DeformRenderer implements GLSurfaceView.Renderer
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{
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public static final int MODE_DISTORT= 0;
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public static final int MODE_DEFORM = 1;
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public static final int MODE_SHEAR = 2;
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private static final int NUM_VECTORS = 8;
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private static final int NUMLINES = 10;
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private static final int NUMFRAMES =10;
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private DistortedBitmap fps;
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private DistortedBitmap stretch;
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private Static3D touchPoint;
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private static Dynamic3D mReleasedDynamic;
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private static Dynamic3D mMovingDynamic;
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private static Static3D[] v;
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private static Dynamic3D mReleasedDistortDynamic;
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private static Dynamic3D mMovingDistortDynamic;
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private static Static3D[] vDistort;
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private static Dynamic3D mReleasedDeformDynamic;
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private static Dynamic3D mMovingDeformDynamic;
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private static Static3D[] vDeform;
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private static Dynamic3D mReleasedShearDynamic;
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private static Dynamic3D mMovingShearDynamic;
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private static Static3D[] vShear;
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private static Static4D dr;
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private Canvas fpsCanvas;
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private Bitmap fpsBitmap, stretchBitmap;
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private long lastTime=0;
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private long[] durations;
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private int currDuration;
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private long shearID=0;
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private static int mMode = MODE_DISTORT;
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private static EffectNames mMode = EffectNames.DISTORT;
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private static boolean bitmapCreated = false;
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private static long mLastEffect = -1;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public DeformRenderer(GLSurfaceView view)
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mView = view;
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dr = new Static4D(0,0,0,0);
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mReleasedDynamic = new Dynamic3D(NUM_VECTORS*500, 0.5f);
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mReleasedDynamic.setMode(Dynamic3D.MODE_PATH);
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mMovingDynamic = new Dynamic3D(0,0.5f);
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mMovingDynamic.setMode(Dynamic3D.MODE_PATH);
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durations = new long[NUMFRAMES+1];
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currDuration = 0;
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for(int i=0; i<NUMFRAMES+1; i++)
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{
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durations[i]=0;
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}
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// DISTORT
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mReleasedDistortDynamic = new Dynamic3D(NUM_VECTORS*500, 0.5f);
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mReleasedDistortDynamic.setMode(Dynamic3D.MODE_PATH);
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mMovingDistortDynamic = new Dynamic3D(0,0.5f);
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mMovingDistortDynamic.setMode(Dynamic3D.MODE_PATH);
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v = new Static3D[NUM_VECTORS];
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vDistort = new Static3D[NUM_VECTORS];
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for(int i=0; i<NUM_VECTORS; i++)
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{
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v[i] = new Static3D(0,0,0);
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mReleasedDynamic.add(v[i]);
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vDistort[i] = new Static3D(0,0,0);
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mReleasedDistortDynamic.add(vDistort[i]);
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}
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mMovingDynamic.add(v[0]);
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mMovingDistortDynamic.add(vDistort[0]);
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durations = new long[NUMFRAMES+1];
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currDuration = 0;
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for(int i=0; i<NUMFRAMES+1; i++)
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// Deform
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mReleasedDeformDynamic = new Dynamic3D(NUM_VECTORS*500, 0.5f);
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mReleasedDeformDynamic.setMode(Dynamic3D.MODE_PATH);
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mMovingDeformDynamic = new Dynamic3D(0,0.5f);
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mMovingDeformDynamic.setMode(Dynamic3D.MODE_PATH);
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vDeform = new Static3D[NUM_VECTORS];
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for(int i=0; i<NUM_VECTORS; i++)
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{
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durations[i]=0;
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vDeform[i] = new Static3D(0,0,0);
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mReleasedDeformDynamic.add(vDeform[i]);
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}
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mMovingDeformDynamic.add(vDeform[0]);
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// Shear
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mReleasedShearDynamic = new Dynamic3D(NUM_VECTORS*500, 0.5f);
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mReleasedShearDynamic.setMode(Dynamic3D.MODE_PATH);
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mMovingShearDynamic = new Dynamic3D(0,0.5f);
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mMovingShearDynamic.setMode(Dynamic3D.MODE_PATH);
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vShear = new Static3D[NUM_VECTORS];
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for(int i=0; i<NUM_VECTORS; i++)
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{
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vShear[i] = new Static3D(0,0,0);
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mReleasedShearDynamic.add(vShear[i]);
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}
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mMovingShearDynamic.add(vShear[0]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static void setMode(int mode)
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public static void setMode(EffectNames mode)
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{
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mMode = mode;
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}
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{
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stretch.abortEffects(EffectTypes.VERTEX);
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stretch.abortEffects(EffectTypes.FRAGMENT);
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stretch.abortEffect(shearID);
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stretch.abortEffects(EffectNames.SHEAR);
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}
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}
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public void down(int x, int y)
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{
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stretch.abortEffects(EffectTypes.VERTEX);
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stretch.abortEffects(EffectTypes.FRAGMENT);
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stretch.abortEffect(shearID);
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int xt = x-scrWidth/4;
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int yt = y-scrHeight/4;
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if( yt>scrHeight/2 ) yt=scrHeight/2;
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touchPoint.set(xt,yt,0);
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v[0].set(0,0,0);
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switch(mMode)
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{
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case MODE_DISTORT: stretch.distort( mMovingDynamic, touchPoint, dr);
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break;
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case MODE_DEFORM : stretch.deform( mMovingDynamic, touchPoint);
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break;
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case MODE_SHEAR : shearID = stretch.shear(mMovingDynamic, touchPoint);
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break;
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case DISTORT: vDistort[0].set(0,0,0);
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mLastEffect = stretch.distort( mMovingDistortDynamic, touchPoint, dr);
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break;
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case DEFORM : vDeform[0].set(0,0,0);
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mLastEffect = stretch.deform( mMovingDeformDynamic, touchPoint);
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break;
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case SHEAR : vShear[0].set(0,0,0);
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mLastEffect = stretch.shear(mMovingShearDynamic, touchPoint);
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break;
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}
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}
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public void move(int x, int y)
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{
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float fx = x;
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float fy = y;
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if( mMode==MODE_SHEAR )
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switch(mMode)
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{
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fx /= (scrWidth/2);
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fy /= (scrHeight/2);
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case DISTORT: vDistort[0].set(x,y);
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break;
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case DEFORM: vDeform[0].set(x,y);
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break;
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case SHEAR: vShear[0].set( (float)x/(scrWidth/2), (float)y/(scrHeight/2));
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break;
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}
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v[0].set(fx,fy);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void up()
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{
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stretch.abortEffects(EffectTypes.VERTEX);
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stretch.abortEffects(EffectTypes.FRAGMENT);
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stretch.abortEffect(shearID);
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stretch.abortEffect(mLastEffect);
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float damp = -0.65f;
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for(int i=1; i<NUM_VECTORS-1; i++)
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{
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v[i].set( v[i-1].getX()*damp, v[i-1].getY()*damp );
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}
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v[NUM_VECTORS-1].set(0,0);
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switch(mMode)
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{
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case MODE_DISTORT: stretch.distort( mReleasedDynamic, touchPoint, dr);
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break;
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case MODE_DEFORM : stretch.deform( mReleasedDynamic, touchPoint);
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break;
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case MODE_SHEAR : shearID = stretch.shear(mReleasedDynamic, touchPoint);
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break;
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case DISTORT: for(int i=1; i<NUM_VECTORS-1; i++)
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{
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vDistort[i].set( vDistort[i-1].getX()*damp, vDistort[i-1].getY()*damp );
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}
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vDistort[NUM_VECTORS-1].set(0,0);
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stretch.distort( mReleasedDistortDynamic, touchPoint, dr);
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break;
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case DEFORM : for(int i=1; i<NUM_VECTORS-1; i++)
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{
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vDeform[i].set( vDeform[i-1].getX()*damp, vDeform[i-1].getY()*damp );
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}
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vDeform[NUM_VECTORS-1].set(0,0);
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stretch.deform( mReleasedDeformDynamic, touchPoint);
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break;
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case SHEAR : for(int i=1; i<NUM_VECTORS-1; i++)
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{
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vShear[i].set( vShear[i-1].getX()*damp, vShear[i-1].getY()*damp );
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}
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vShear[NUM_VECTORS-1].set(0,0);
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stretch.shear(mReleasedShearDynamic, touchPoint);
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break;
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}
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}
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... | ... | |
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lastTime = currentTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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}
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make the 'Deform' app much more flexible (now we can mix effects atthe same time!)