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Revision ea9b68db

Added by Leszek Koltunski about 4 years ago

Progress with MeshJoin app.
Fix rotating in some apps.

View differences:

src/main/java/org/distorted/examples/earth/EarthSurfaceView.java
33 33

  
34 34
class EarthSurfaceView extends GLSurfaceView
35 35
{
36
    private final static int DIRECTION_SENSITIVITY=  12;
36 37
    private int mX, mY;
37 38
    private EarthRenderer mRenderer;
38 39
	
......
63 64
      return mRenderer;
64 65
      }
65 66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
    private void resetQuats()
70
      {
71
      float qx = mRenderer.mQuat1.get0();
72
      float qy = mRenderer.mQuat1.get1();
73
      float qz = mRenderer.mQuat1.get2();
74
      float qw = mRenderer.mQuat1.get3();
75

  
76
      float rx = mRenderer.mQuat2.get0();
77
      float ry = mRenderer.mQuat2.get1();
78
      float rz = mRenderer.mQuat2.get2();
79
      float rw = mRenderer.mQuat2.get3();
80

  
81
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
82
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
83
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
84
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
85

  
86
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
87
      mRenderer.mQuat2.set(tx, ty, tz, tw);
88
      }
89

  
66 90
///////////////////////////////////////////////////////////////////////////////////////////////////
67 91
    
68 92
    @Override public boolean onTouchEvent(MotionEvent event) 
......
95 119
                                         
96 120
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
97 121
                                           }
98
                                         }                             
122
                                         }
123
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
124
                                         {
125
                                         mX = x;
126
                                         mY = y;
127
                                         resetQuats();
128
                                         }
99 129
                                       break;
100 130
                                       
101 131
         case MotionEvent.ACTION_UP  : mX = -1;
102 132
                                       mY = -1;
103
        	                           
104
                                       float qx = mRenderer.mQuat1.get0();
105
                                       float qy = mRenderer.mQuat1.get1();
106
                                       float qz = mRenderer.mQuat1.get2();
107
                                       float qw = mRenderer.mQuat1.get3();
108

  
109
                                       float rx = mRenderer.mQuat2.get0();
110
                                       float ry = mRenderer.mQuat2.get1();
111
                                       float rz = mRenderer.mQuat2.get2();
112
                                       float rw = mRenderer.mQuat2.get3();
113

  
114
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
115
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
116
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
117
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
118
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
119
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
120

  
121
                                       // The point of this is so that there are always
122
                                       // exactly 2 quaternions: Quat1 representing the rotation
123
                                       // accumulating only since the last screen touch, and Quat2
124
                                       // which remembers the combined effect of all previous
125
                                       // swipes.
126
                                       // We cannot be accumulating an ever-growing list of quaternions
127
                                       // and add a new one every time user swipes the screen - there
128
                                       // is a limited number of slots in the EffectQueueMatrix!
129
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
130
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
131
                                       
133
        	                             resetQuats();
132 134
                                       break;
133 135
         }
134 136
             
src/main/java/org/distorted/examples/flag/FlagRenderer.java
102 102
      Static3D center= new Static3D(0,0,0);
103 103

  
104 104
      effects.apply( new MatrixEffectScale(mScale));
105
      effects.apply( new MatrixEffectQuaternion(mQuat1, center) );
106 105
      effects.apply( new MatrixEffectQuaternion(mQuat2, center) );
106
      effects.apply( new MatrixEffectQuaternion(mQuat1, center) );
107 107

  
108 108
      mScreen = new DistortedScreen();
109 109
      mScreen.attach(mTexture, effects, mesh );
src/main/java/org/distorted/examples/flag/FlagSurfaceView.java
30 30

  
31 31
class FlagSurfaceView extends GLSurfaceView
32 32
{
33
    private final static int DIRECTION_SENSITIVITY=  12;
33 34
    private int mX, mY;
34 35
    private FlagRenderer mRenderer;
35 36
	
......
59 60
      return mRenderer;
60 61
      }
61 62

  
63
///////////////////////////////////////////////////////////////////////////////////////////////////
64

  
65
    private void resetQuats()
66
      {
67
      float qx = mRenderer.mQuat1.get0();
68
      float qy = mRenderer.mQuat1.get1();
69
      float qz = mRenderer.mQuat1.get2();
70
      float qw = mRenderer.mQuat1.get3();
71

  
72
      float rx = mRenderer.mQuat2.get0();
73
      float ry = mRenderer.mQuat2.get1();
74
      float rz = mRenderer.mQuat2.get2();
75
      float rw = mRenderer.mQuat2.get3();
76

  
77
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
78
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
79
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
80
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
81

  
82
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
83
      mRenderer.mQuat2.set(tx, ty, tz, tw);
84
      }
85

  
62 86
///////////////////////////////////////////////////////////////////////////////////////////////////
63 87

  
64 88
    @Override public boolean onTouchEvent(MotionEvent event) 
......
91 115
                                         
92 116
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
93 117
                                           }
94
                                         }                             
118
                                         }
119
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
120
                                         {
121
                                         mX = x;
122
                                         mY = y;
123
                                         resetQuats();
124
                                         }
95 125
                                       break;
96 126
                                       
97 127
         case MotionEvent.ACTION_UP  : mX = -1;
98 128
                                       mY = -1;
99
        	                           
100
                                       float qx = mRenderer.mQuat1.get0();
101
                                       float qy = mRenderer.mQuat1.get1();
102
                                       float qz = mRenderer.mQuat1.get2();
103
                                       float qw = mRenderer.mQuat1.get3();
104

  
105
                                       float rx = mRenderer.mQuat2.get0();
106
                                       float ry = mRenderer.mQuat2.get1();
107
                                       float rz = mRenderer.mQuat2.get2();
108
                                       float rw = mRenderer.mQuat2.get3();
109

  
110
                                       // This is quaternion multiplication. (tx.ty.tz.tw)
111
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
112
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
113
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
114
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
115
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
116

  
117
                                       // The point of this is so that there are always
118
                                       // exactly 2 quaternions: Quat1 representing the rotation
119
                                       // accumulating only since the last screen touch, and Quat2
120
                                       // which remembers the combined effect of all previous
121
                                       // swipes.
122
                                       // We cannot be accumulating an ever-growing list of quaternions
123
                                       // and add a new one every time user swipes the screen - there
124
                                       // is a limited number of slots in the EffectQueueMatrix!
125
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
126
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
127
                                       
129
        	                             resetQuats();
128 130
                                       break;
129 131
         }
130 132
             
src/main/java/org/distorted/examples/generic/GenericSurfaceView.java
30 30

  
31 31
class GenericSurfaceView extends GLSurfaceView
32 32
  {
33
  private final static int DIRECTION_SENSITIVITY=  12;
33 34
  private int mX, mY;
34 35
  private GenericRenderer mRenderer;
35 36

  
......
56 57
    return mRenderer;
57 58
    }
58 59

  
60
///////////////////////////////////////////////////////////////////////////////////////////////////
61

  
62
  private void resetQuats()
63
    {
64
    float qx = mRenderer.mQuat1.get0();
65
    float qy = mRenderer.mQuat1.get1();
66
    float qz = mRenderer.mQuat1.get2();
67
    float qw = mRenderer.mQuat1.get3();
68

  
69
    float rx = mRenderer.mQuat2.get0();
70
    float ry = mRenderer.mQuat2.get1();
71
    float rz = mRenderer.mQuat2.get2();
72
    float rw = mRenderer.mQuat2.get3();
73

  
74
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
75
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
76
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
77
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
78

  
79
    mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
80
    mRenderer.mQuat2.set(tx, ty, tz, tw);
81
    }
82

  
59 83
///////////////////////////////////////////////////////////////////////////////////////////////////
60 84

  
61 85
  @Override
......
90 114
                                        mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
91 115
                                        }
92 116
                                      }
117

  
118
                                    if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
119
                                      {
120
                                      mX = x;
121
                                      mY = y;
122
                                      resetQuats();
123
                                      }
93 124
                                    break;
94 125

  
95 126
      case MotionEvent.ACTION_UP  : mX = -1;
96 127
                                    mY = -1;
97

  
98
                                    float qx = mRenderer.mQuat1.get0();
99
                                    float qy = mRenderer.mQuat1.get1();
100
                                    float qz = mRenderer.mQuat1.get2();
101
                                    float qw = mRenderer.mQuat1.get3();
102

  
103
                                    float rx = mRenderer.mQuat2.get0();
104
                                    float ry = mRenderer.mQuat2.get1();
105
                                    float rz = mRenderer.mQuat2.get2();
106
                                    float rw = mRenderer.mQuat2.get3();
107

  
108
                                    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
109
                                    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
110
                                    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
111
                                    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
112

  
113
                                    mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
114
                                    mRenderer.mQuat2.set(tx, ty, tz, tw);
115

  
128
                                    resetQuats();
116 129
                                    break;
117 130
      }
118 131

  
src/main/java/org/distorted/examples/inflate/InflateRenderer.java
88 88

  
89 89
      mEffects = new DistortedEffects();
90 90
      mEffects.apply( new MatrixEffectScale(mScale));
91
      mEffects.apply( new MatrixEffectQuaternion(quatInt1, center) );
92 91
      mEffects.apply( new MatrixEffectQuaternion(quatInt2, center) );
92
      mEffects.apply( new MatrixEffectQuaternion(quatInt1, center) );
93 93
      mEffects.apply( new FragmentEffectAlpha(mAlpha));
94 94

  
95 95
      mScreen = new DistortedScreen();
src/main/java/org/distorted/examples/inflate/InflateSurfaceView.java
33 33

  
34 34
class InflateSurfaceView extends GLSurfaceView
35 35
{
36
    private final static int DIRECTION_SENSITIVITY=  12;
36 37
    private int mX, mY;
37 38
    private InflateRenderer mRenderer;
38 39
	
......
63 64
      return mRenderer;
64 65
      }
65 66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
    private void resetQuats()
70
      {
71
      float qx = mRenderer.mQuat1.get0();
72
      float qy = mRenderer.mQuat1.get1();
73
      float qz = mRenderer.mQuat1.get2();
74
      float qw = mRenderer.mQuat1.get3();
75

  
76
      float rx = mRenderer.mQuat2.get0();
77
      float ry = mRenderer.mQuat2.get1();
78
      float rz = mRenderer.mQuat2.get2();
79
      float rw = mRenderer.mQuat2.get3();
80

  
81
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
82
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
83
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
84
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
85

  
86
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
87
      mRenderer.mQuat2.set(tx, ty, tz, tw);
88
      }
89

  
66 90
///////////////////////////////////////////////////////////////////////////////////////////////////
67 91
    
68 92
    @Override public boolean onTouchEvent(MotionEvent event) 
......
95 119
                                         
96 120
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
97 121
                                           }
98
                                         }                             
122
                                         }
123
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
124
                                         {
125
                                         mX = x;
126
                                         mY = y;
127
                                         resetQuats();
128
                                         }
99 129
                                       break;
100 130
                                       
101 131
         case MotionEvent.ACTION_UP  : mX = -1;
102 132
                                       mY = -1;
103
        	                           
104
                                       float qx = mRenderer.mQuat1.get0();
105
                                       float qy = mRenderer.mQuat1.get1();
106
                                       float qz = mRenderer.mQuat1.get2();
107
                                       float qw = mRenderer.mQuat1.get3();
108

  
109
                                       float rx = mRenderer.mQuat2.get0();
110
                                       float ry = mRenderer.mQuat2.get1();
111
                                       float rz = mRenderer.mQuat2.get2();
112
                                       float rw = mRenderer.mQuat2.get3();
113

  
114
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
115
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
116
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
117
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
118
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
119
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
120

  
121
                                       // The point of this is so that there are always
122
                                       // exactly 2 quaternions: Quat1 representing the rotation
123
                                       // accumulating only since the last screen touch, and Quat2
124
                                       // which remembers the combined effect of all previous
125
                                       // swipes.
126
                                       // We cannot be accumulating an ever-growing list of quaternions
127
                                       // and add a new one every time user swipes the screen - there
128
                                       // is a limited number of slots in the EffectQueueMatrix!
129
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
130
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
131
                                       
133
        	                             resetQuats();
132 134
                                       break;
133 135
         }
134 136
             
src/main/java/org/distorted/examples/meshjoin/MeshJoinRenderer.java
21 21

  
22 22
import android.graphics.Bitmap;
23 23
import android.graphics.BitmapFactory;
24
import android.graphics.Canvas;
25
import android.graphics.Paint;
24 26
import android.opengl.GLSurfaceView;
25 27

  
26 28
import org.distorted.examples.R;
......
29 31
import org.distorted.library.effect.MatrixEffectQuaternion;
30 32
import org.distorted.library.effect.MatrixEffectRotate;
31 33
import org.distorted.library.effect.MatrixEffectScale;
34
import org.distorted.library.effect.VertexEffectSink;
32 35
import org.distorted.library.main.DistortedEffects;
33 36
import org.distorted.library.main.DistortedLibrary;
34 37
import org.distorted.library.main.DistortedScreen;
35 38
import org.distorted.library.main.DistortedTexture;
36 39
import org.distorted.library.mesh.MeshBase;
37 40
import org.distorted.library.mesh.MeshJoined;
38
import org.distorted.library.mesh.MeshQuad;
39
import org.distorted.library.mesh.MeshRectangles;
40
import org.distorted.library.mesh.MeshSphere;
41 41
import org.distorted.library.mesh.MeshTriangles;
42
import org.distorted.library.type.Dynamic1D;
42 43
import org.distorted.library.type.DynamicQuat;
43 44
import org.distorted.library.type.Static1D;
44 45
import org.distorted.library.type.Static3D;
......
73 74
      mScale= new Static3D(1,1,1);
74 75
      Static3D center=new Static3D(0,0,0);
75 76

  
77
      Dynamic1D sink = new Dynamic1D(5000,0.0f);
78
      sink.add( new Static1D(0.5f) );
79
      sink.add( new Static1D(2.0f) );
80

  
76 81
      mQuat1 = new Static4D(0,0,0,1);  // unity
77 82
      mQuat2 = new Static4D(0,0,0,1);  // quaternions
78 83

  
......
86 91
      mEffects.apply( new MatrixEffectQuaternion(quatInt2, center) );
87 92
      mEffects.apply( new MatrixEffectQuaternion(quatInt1, center) );
88 93
      mEffects.apply( new MatrixEffectScale(mScale));
94
      mEffects.apply( new VertexEffectSink( sink, center, new Static4D(0,0,0,0.75f) ) );
95

  
96
      mScreen.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
89 97
      }
90 98

  
91 99
///////////////////////////////////////////////////////////////////////////////////////////////////
......
99 107
    
100 108
    public void onSurfaceChanged(GL10 glUnused, int width, int height) 
101 109
      {
102
      final float SCALE = 0.6f;
110
      final float SCALE = 0.7f;
103 111
      mScreenMin = width<height ? width:height;
104 112
      float factor = SCALE*mScreenMin;
105 113
      mScale.set(factor,factor,factor);
......
110 118
    
111 119
    public void onSurfaceCreated(GL10 glUnused, EGLConfig config) 
112 120
      {
113
      InputStream is = mView.getContext().getResources().openRawResource(R.raw.grid);
121
      InputStream is = mView.getContext().getResources().openRawResource(R.raw.pyraminx);
114 122
      Bitmap bitmap;
115 123

  
116 124
      try
......
127 135
        }
128 136

  
129 137
      if( mTexture==null ) mTexture = new DistortedTexture();
130
      mTexture.setTexture(bitmap);
138
      mTexture.setTexture( createTetrahedronTexture(bitmap) );
131 139

  
132 140
      if( mMesh==null ) mMesh = createJoinedTetrahedron();
133 141

  
134
     // mMesh.setShowNormals(true);
142
      //mMesh.setShowNormals(true);
135 143

  
136 144
      mScreen.detachAll();
137 145
      mScreen.attach(mTexture,mEffects,mMesh);
138 146

  
147
      VertexEffectSink.enable();
148

  
139 149
      try
140 150
        {
141 151
        DistortedLibrary.onCreate(mView.getContext());
......
146 156
        }
147 157
      }
148 158

  
149

  
150
///////////////////////////////////////////////////////////////////////////////////////////////////
151

  
152
    private MeshBase createJoinedDoubleQuad()
153
      {
154
      MeshBase[] meshes = new MeshBase[2];
155
      meshes[0] = new MeshQuad();
156
      meshes[1] = new MeshQuad();
157

  
158
      MatrixEffect[] effects0 = new MatrixEffect[1];
159
      effects0[0] = new MatrixEffectMove( new Static3D(0,+0.6f,0));
160

  
161
      meshes[0].apply(effects0);
162

  
163
      MatrixEffect[] effects1 = new MatrixEffect[1];
164
      effects1[0] = new MatrixEffectMove( new Static3D(0,-0.6f,0));
165

  
166
      meshes[1].apply(effects1);
167

  
168
      return new MeshJoined(meshes);
169
      }
170

  
171 159
///////////////////////////////////////////////////////////////////////////////////////////////////
172 160

  
173
    private MeshBase createJoinedSphereAndTriangle()
161
    private Bitmap createTetrahedronTexture(Bitmap input)
174 162
      {
175
      MeshBase[] meshes = new MeshBase[2];
176
      meshes[0] = new MeshSphere(5);
177
      meshes[1] = new MeshTriangles(5);
163
      final int[] FACE_COLORS = new int[] { 0xffffff00, 0xff00ff00, 0xff0000ff, 0xffff0000 };
164
      final int FACES=FACE_COLORS.length;
165
      int height = input.getHeight();
178 166

  
179
      MatrixEffect[] effects0 = new MatrixEffect[2];
180
      effects0[0] = new MatrixEffectScale( new Static3D(0.5f, 1.0f, 0.5f) );
181
      effects0[1] = new MatrixEffectMove( new Static3D(+0.25f,0,0));
167
      Bitmap result = Bitmap.createBitmap(FACES*height,height, Bitmap.Config.ARGB_8888);
168
      Canvas canvas = new Canvas(result);
169
      Paint paint = new Paint();
170
      paint.setStyle(Paint.Style.FILL);
182 171

  
183
      meshes[0].apply(effects0);
184

  
185
      MatrixEffect[] effects1 = new MatrixEffect[2];
186
      effects1[0] = new MatrixEffectScale( new Static3D(0.5f, 1.0f, 0.5f) );
187
      effects1[1] = new MatrixEffectMove( new Static3D(-0.25f,0,0));
188

  
189
      meshes[1].apply(effects1);
190

  
191
      return new MeshJoined(meshes);
192
      }
193

  
194
///////////////////////////////////////////////////////////////////////////////////////////////////
172
      for(int i=0; i<FACES; i++)
173
        {
174
        paint.setColor(FACE_COLORS[i]);
175
        canvas.drawRect(i*height,0,(i+1)*height,height,paint);
176
        canvas.drawBitmap(input,i*height,0,null);
177
        }
195 178

  
196
    private MeshBase createJoinedCube()
197
      {
198
      final int MESHES=6;
199

  
200
      Static3D axisY  = new Static3D(0,1,0);
201
      Static3D axisX  = new Static3D(1,0,0);
202
      Static3D center = new Static3D(0,0,0);
203
      Static1D angle  = new Static1D(0);
204

  
205
      MatrixEffect[] effectsY = new MatrixEffect[2];
206
      effectsY[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
207
      effectsY[1] = new MatrixEffectRotate( angle, axisY, center );
208

  
209
      MeshBase[] meshes = new MeshRectangles[MESHES];
210
      for(int i=0; i<MESHES; i++) meshes[i] = new MeshRectangles(5,5);
211

  
212
      angle.set(0);
213
      meshes[0].apply(effectsY);
214
      angle.set(90);
215
      meshes[1].apply(effectsY);
216
      angle.set(180);
217
      meshes[2].apply(effectsY);
218
      angle.set(270);
219
      meshes[3].apply(effectsY);
220

  
221
      MatrixEffect[] effectsX = new MatrixEffect[2];
222
      effectsX[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
223
      effectsX[1] = new MatrixEffectRotate( angle, axisX, center );
224

  
225
      angle.set( 90);
226
      meshes[4].apply(effectsX);
227
      angle.set(-90);
228
      meshes[5].apply(effectsX);
229

  
230
      MeshJoined result = new MeshJoined(meshes);
231

  
232
      Static4D[] maps = new Static4D[MESHES];
233

  
234
      maps[0] = new Static4D(3.0f/8, 3.0f/8, 2.0f/8, 2.0f/8);
235
      maps[1] = new Static4D(5.0f/8, 1.0f/8, 2.0f/8, 2.0f/8);
236
      maps[2] = new Static4D(1.0f/8, 5.0f/8, 2.0f/8, 2.0f/8);
237
      maps[3] = new Static4D(1.0f/8, 3.0f/8, 2.0f/8, 2.0f/8);
238
      maps[4] = new Static4D(3.0f/8, 1.0f/8, 2.0f/8, 2.0f/8);
239
      maps[5] = new Static4D(1.0f/8, 1.0f/8, 2.0f/8, 2.0f/8);
240

  
241
      result.setTextureMap(maps);
242 179
      return result;
243 180
      }
244 181

  
......
251 188
      final int MESHES=4;
252 189

  
253 190
      MeshBase[] meshes = new MeshTriangles[MESHES];
254
      for(int i=0; i<MESHES; i++) meshes[i] = new MeshTriangles(5);
191
      for(int i=0; i<MESHES; i++) meshes[i] = new MeshTriangles(10);
255 192

  
256 193
      MatrixEffect[] effects0 = new MatrixEffect[3];
257 194
      effects0[0] = new MatrixEffectScale( new Static3D(1,SQ3/2,1) );
......
279 216
      axis.set2(SQ3/2);
280 217
      meshes[3].apply(effects1);
281 218

  
282
      return new MeshJoined(meshes);
219
      Static4D[] textureMaps = new Static4D[MESHES];
220

  
221
      for(int i=0; i<MESHES; i++) textureMaps[i] = new Static4D(i*0.25f,0.0f,0.25f,0.866f);
222

  
223
      MeshBase result = new MeshJoined(meshes);
224
      result.setTextureMap(textureMaps);
225

  
226
      return result;
283 227
      }
284 228
}
src/main/java/org/distorted/examples/meshjoin/MeshJoinSurfaceView.java
29 29

  
30 30
class MeshJoinSurfaceView extends GLSurfaceView
31 31
{
32
    private final static int DIRECTION_SENSITIVITY=  12;
32 33
    private int mX, mY;
33 34
    private MeshJoinRenderer mRenderer;
34 35
	
......
56 57
      }
57 58

  
58 59
///////////////////////////////////////////////////////////////////////////////////////////////////
59
    
60

  
61
    private void resetQuats()
62
      {
63
      float qx = mRenderer.mQuat1.get0();
64
      float qy = mRenderer.mQuat1.get1();
65
      float qz = mRenderer.mQuat1.get2();
66
      float qw = mRenderer.mQuat1.get3();
67

  
68
      float rx = mRenderer.mQuat2.get0();
69
      float ry = mRenderer.mQuat2.get1();
70
      float rz = mRenderer.mQuat2.get2();
71
      float rw = mRenderer.mQuat2.get3();
72

  
73
       // This is quaternion multiplication. (tx,ty,tz,tw)
74
       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
75
       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
76
       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
77
       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
78
       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
79

  
80
       // The point of this is so that there are always
81
       // exactly 2 quaternions: Quat1 representing the rotation
82
       // accumulating only since the last screen touch, and Quat2
83
       // which remembers the combined effect of all previous
84
       // swipes.
85
       // We cannot be accumulating an ever-growing list of quaternions
86
       // and add a new one every time user swipes the screen - there
87
       // is a limited number of slots in the EffectQueueMatrix!
88
       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
89
       mRenderer.mQuat2.set(tx, ty, tz, tw);
90
       }
91

  
92
///////////////////////////////////////////////////////////////////////////////////////////////////
93

  
60 94
    @Override public boolean onTouchEvent(MotionEvent event) 
61 95
      {
62 96
      int action = event.getAction();
......
87 121
                                         
88 122
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
89 123
                                           }
90
                                         }                             
124
                                         }
125

  
126
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
127
                                         {
128
                                         mX = x;
129
                                         mY = y;
130
                                         resetQuats();
131
                                         }
132

  
91 133
                                       break;
92 134
                                       
93 135
         case MotionEvent.ACTION_UP  : mX = -1;
94 136
                                       mY = -1;
95
        	                           
96
                                       float qx = mRenderer.mQuat1.get0();
97
                                       float qy = mRenderer.mQuat1.get1();
98
                                       float qz = mRenderer.mQuat1.get2();
99
                                       float qw = mRenderer.mQuat1.get3();
100

  
101
                                       float rx = mRenderer.mQuat2.get0();
102
                                       float ry = mRenderer.mQuat2.get1();
103
                                       float rz = mRenderer.mQuat2.get2();
104
                                       float rw = mRenderer.mQuat2.get3();
105

  
106
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
107
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
108
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
109
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
110
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
111
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
112

  
113
                                       // The point of this is so that there are always
114
                                       // exactly 2 quaternions: Quat1 representing the rotation
115
                                       // accumulating only since the last screen touch, and Quat2
116
                                       // which remembers the combined effect of all previous
117
                                       // swipes.
118
                                       // We cannot be accumulating an ever-growing list of quaternions
119
                                       // and add a new one every time user swipes the screen - there
120
                                       // is a limited number of slots in the EffectQueueMatrix!
121
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
122
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
123
                                       
137
                                       resetQuats();
124 138
                                       break;
125 139
         }
126 140
             
src/main/java/org/distorted/examples/multiblur/MultiblurSurfaceView.java
33 33

  
34 34
class MultiblurSurfaceView extends GLSurfaceView
35 35
{
36
    private final static int DIRECTION_SENSITIVITY=  12;
36 37
    private int mX, mY;
37 38
    private MultiblurRenderer mRenderer;
38 39
	
......
63 64
      return mRenderer;
64 65
      }
65 66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
    private void resetQuats()
70
      {
71
      float qx = mRenderer.mQuat1.get0();
72
      float qy = mRenderer.mQuat1.get1();
73
      float qz = mRenderer.mQuat1.get2();
74
      float qw = mRenderer.mQuat1.get3();
75

  
76
      float rx = mRenderer.mQuat2.get0();
77
      float ry = mRenderer.mQuat2.get1();
78
      float rz = mRenderer.mQuat2.get2();
79
      float rw = mRenderer.mQuat2.get3();
80

  
81
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
82
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
83
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
84
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
85

  
86
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
87
      mRenderer.mQuat2.set(tx, ty, tz, tw);
88
      }
89

  
66 90
///////////////////////////////////////////////////////////////////////////////////////////////////
67 91
    
68 92
    @Override public boolean onTouchEvent(MotionEvent event) 
......
95 119
                                         
96 120
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
97 121
                                           }
98
                                         }                             
122
                                         }
123
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
124
                                         {
125
                                         mX = x;
126
                                         mY = y;
127
                                         resetQuats();
128
                                         }
99 129
                                       break;
100 130
                                       
101 131
         case MotionEvent.ACTION_UP  : mX = -1;
102 132
                                       mY = -1;
103
        	                           
104
                                       float qx = mRenderer.mQuat1.get0();
105
                                       float qy = mRenderer.mQuat1.get1();
106
                                       float qz = mRenderer.mQuat1.get2();
107
                                       float qw = mRenderer.mQuat1.get3();
108

  
109
                                       float rx = mRenderer.mQuat2.get0();
110
                                       float ry = mRenderer.mQuat2.get1();
111
                                       float rz = mRenderer.mQuat2.get2();
112
                                       float rw = mRenderer.mQuat2.get3();
113

  
114
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
115
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
116
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
117
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
118
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
119
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
120

  
121
                                       // The point of this is so that there are always
122
                                       // exactly 2 quaternions: Quat1 representing the rotation
123
                                       // accumulating only since the last screen touch, and Quat2
124
                                       // which remembers the combined effect of all previous
125
                                       // swipes.
126
                                       // We cannot be accumulating an ever-growing list of quaternions
127
                                       // and add a new one every time user swipes the screen - there
128
                                       // is a limited number of slots in the EffectQueueMatrix!
129
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
130
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
131
                                       
133
        	                             resetQuats();
132 134
                                       break;
133 135
         }
134 136
             
src/main/java/org/distorted/examples/transparency/TransparencySurfaceView.java
33 33

  
34 34
class TransparencySurfaceView extends GLSurfaceView
35 35
{
36
    private final static int DIRECTION_SENSITIVITY=  12;
36 37
    private int mX, mY;
37 38
    private TransparencyRenderer mRenderer;
38 39

  
......
63 64
      return mRenderer;
64 65
      }
65 66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
    private void resetQuats()
70
      {
71
      float qx = mRenderer.mQuat1.get0();
72
      float qy = mRenderer.mQuat1.get1();
73
      float qz = mRenderer.mQuat1.get2();
74
      float qw = mRenderer.mQuat1.get3();
75

  
76
      float rx = mRenderer.mQuat2.get0();
77
      float ry = mRenderer.mQuat2.get1();
78
      float rz = mRenderer.mQuat2.get2();
79
      float rw = mRenderer.mQuat2.get3();
80

  
81
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
82
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
83
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
84
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
85

  
86
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
87
      mRenderer.mQuat2.set(tx, ty, tz, tw);
88
      }
89

  
66 90
///////////////////////////////////////////////////////////////////////////////////////////////////
67 91
    
68 92
    @Override public boolean onTouchEvent(MotionEvent event) 
......
95 119
                                         
96 120
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
97 121
                                           }
98
                                         }                             
122
                                         }
123
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
124
                                         {
125
                                         mX = x;
126
                                         mY = y;
127
                                         resetQuats();
128
                                         }
99 129
                                       break;
100 130
                                       
101 131
         case MotionEvent.ACTION_UP  : mX = -1;
102 132
                                       mY = -1;
103
        	                           
104
                                       float qx = mRenderer.mQuat1.get0();
105
                                       float qy = mRenderer.mQuat1.get1();
106
                                       float qz = mRenderer.mQuat1.get2();
107
                                       float qw = mRenderer.mQuat1.get3();
108

  
109
                                       float rx = mRenderer.mQuat2.get0();
110
                                       float ry = mRenderer.mQuat2.get1();
111
                                       float rz = mRenderer.mQuat2.get2();
112
                                       float rw = mRenderer.mQuat2.get3();
113

  
114
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
115
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
116
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
117
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
118
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
119
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
120

  
121
                                       // The point of this is so that there are always
122
                                       // exactly 2 quaternions: Quat1 representing the rotation
123
                                       // accumulating only since the last screen touch, and Quat2
124
                                       // which remembers the combined effect of all previous
125
                                       // swipes.
126
                                       // We cannot be accumulating an ever-growing list of quaternions
127
                                       // and add a new one every time user swipes the screen - there
128
                                       // is a limited number of slots in the EffectQueueMatrix!
129
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
130
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
131
                                       
133
        	                             resetQuats();
132 134
                                       break;
133 135
         }
134 136
             
src/main/java/org/distorted/examples/triblur/TriblurSurfaceView.java
33 33

  
34 34
class TriblurSurfaceView extends GLSurfaceView
35 35
{
36
    private final static int DIRECTION_SENSITIVITY=  12;
36 37
    private int mX, mY;
37 38
    private TriblurRenderer mRenderer;
38 39

  
......
63 64
      return mRenderer;
64 65
      }
65 66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68

  
69
    private void resetQuats()
70
      {
71
      float qx = mRenderer.mQuat1.get0();
72
      float qy = mRenderer.mQuat1.get1();
73
      float qz = mRenderer.mQuat1.get2();
74
      float qw = mRenderer.mQuat1.get3();
75

  
76
      float rx = mRenderer.mQuat2.get0();
77
      float ry = mRenderer.mQuat2.get1();
78
      float rz = mRenderer.mQuat2.get2();
79
      float rw = mRenderer.mQuat2.get3();
80

  
81
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
82
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
83
      float tz = rw*qz + rz*qw - ry*qx + rx*qy;
84
      float tw = rw*qw - rz*qz - ry*qy - rx*qx;
85

  
86
      mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
87
      mRenderer.mQuat2.set(tx, ty, tz, tw);
88
      }
89

  
66 90
///////////////////////////////////////////////////////////////////////////////////////////////////
67 91
    
68 92
    @Override public boolean onTouchEvent(MotionEvent event) 
......
95 119
                                         
96 120
                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
97 121
                                           }
98
                                         }                             
122
                                         }
123
                                       if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
124
                                         {
125
                                         mX = x;
126
                                         mY = y;
127
                                         resetQuats();
128
                                         }
99 129
                                       break;
100 130
                                       
101 131
         case MotionEvent.ACTION_UP  : mX = -1;
102 132
                                       mY = -1;
103
        	                           
104
                                       float qx = mRenderer.mQuat1.get0();
105
                                       float qy = mRenderer.mQuat1.get1();
106
                                       float qz = mRenderer.mQuat1.get2();
107
                                       float qw = mRenderer.mQuat1.get3();
108

  
109
                                       float rx = mRenderer.mQuat2.get0();
110
                                       float ry = mRenderer.mQuat2.get1();
111
                                       float rz = mRenderer.mQuat2.get2();
112
                                       float rw = mRenderer.mQuat2.get3();
113

  
114
                                       // This is quaternion multiplication. (tx,ty,tz,tw)
115
                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
116
                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
117
                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
118
                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
119
                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
120

  
121
                                       // The point of this is so that there are always
122
                                       // exactly 2 quaternions: Quat1 representing the rotation
123
                                       // accumulating only since the last screen touch, and Quat2
124
                                       // which remembers the combined effect of all previous
125
                                       // swipes.
126
                                       // We cannot be accumulating an ever-growing list of quaternions
127
                                       // and add a new one every time user swipes the screen - there
128
                                       // is a limited number of slots in the EffectQueueMatrix!
129
                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
130
                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
131
                                       
133
        	                             resetQuats();
132 134
                                       break;
133 135
         }
134 136
             

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