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library / src / main / java / org / distorted / library / effect / VertexEffectDeform.java @ 0f10a0b6

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 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.library.effect;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Deform the Mesh by applying a 3D vector of force.
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 */
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public class VertexEffectDeform extends VertexEffect
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  {
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  private Data3D mVector, mCenter;
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  private Data1D mRadius;
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  private Data4D mRegion;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Only for use by the library itself.
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 *
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 * @y.exclude
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 */
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  public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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    {
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    mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step);
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    mRegion.get(uniforms,index+REGION_OFFSET,currentDuration,step);
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    mRadius.get(uniforms,index+3,currentDuration,step);
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    return mVector.get(uniforms,index,currentDuration,step);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Deform the whole shape of the Object by force V. Algorithm is as follows:
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//
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// Suppose we apply force (Vx,Vy) at point (Cx,Cy) (i.e. the center of the effect). Then, first of all,
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// divide the rectangle into 4 smaller rectangles along the 1 horizontal + 1 vertical lines that pass
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// through (Cx,Cy). Now suppose we have already understood the following case:
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//
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// A vertical (0,Vy) force applied to a rectangle (WxH) in size, at center which is the top-left corner
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// of the rectangle.  (*)
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//
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// If we understand (*), then we understand everything, because in order to compute the movement of the
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// whole rectangle we can apply (*) 8 times: for each one of the 4 sub-rectangles, apply (*) twice,
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// once for the vertical component of the force vector, the second time for the horizontal one.
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//
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// Let's then compute (*):
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// 1) the top-left point will move by exactly (0,Vy)
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// 2) we arbitrarily decide that the top-right point will move by (|Vy|/(|Vy|+A*W))*Vy, where A is some
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//    arbitrary constant (const float A below). The F(V,W) = (|Vy|/(|Vy|+A*W)) comes from the following:
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//    a) we want F(V,0) = 1
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//    b) we want lim V->inf (F) = 1
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//    c) we actually want F() to only depend on W/V, which we have here.
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// 3) then the top edge of the rectangle will move along the line Vy*G(x), where G(x) = (1 - (A*W/(|Vy|+A*W))*(x/W)^2)
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// 4) Now we decide that the left edge of the rectangle will move along Vy*H(y), where H(y) = (1 - |y|/(|Vy|+C*|y|))
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//    where C is again an arbitrary constant. Again, H(y) comes from the requirement that no matter how
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//    strong we push the left edge of the rectangle up or down, it can never 'go over itself', but its
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//    length will approach 0 if squeezed very hard.
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// 5) The last point we need to compute is the left-right motion of the top-right corner (i.e. if we push
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//    the top-left corner up very hard, we want to have the top-right corner not only move up, but also to
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//    the left at least a little bit).
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//    We arbitrarily decide that, in addition to moving up-down by Vy*F(V,W), the corner will also move
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//    left-right by I(V,W) = B*W*F(V,W), where B is again an arbitrary constant.
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// 6) combining 3), 4) and 5) together, we arrive at a movement of an arbitrary point (x,y) away from the
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//    top-left corner:
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//    X(x,y) = -B*x * (|Vy|/(|Vy|+A*W)) * (1-(y/H)^2)                               (**)
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//    Y(x,y) = Vy * (1 - |y|/(|Vy|+C*|y|)) * (1 - (A*W/(|Vy|+A*W))*(x/W)^2)         (**)
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//
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// We notice that formulas (**) have been construed so that it is possible to continously mirror them
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// left-right and up-down (i.e. apply not only to the 'bottom-right' rectangle of the 4 subrectangles
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// but to all 4 of them!).
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//
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// Constants:
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// a) A : valid values: (0,infinity). 'Bendiness' if the surface - the higher A is, the more the surface
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//        bends. A<=0 destroys the system.
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// b) B : valid values: <-1,1>. The amount side edges get 'sucked' inwards when we pull the middle of the
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//        top edge up. B=0 --> not at all, B=1: a looot. B=-0.5: the edges will actually be pushed outwards
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//        quite a bit. One can also set it to <-1 or >1, but it will look a bit ridiculous.
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// c) C : valid values: <1,infinity). The derivative of the H(y) function at 0, i.e. the rate of 'squeeze'
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//        surface gets along the force line. C=1: our point gets pulled very closely to points above it
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//        even when we apply only small vertical force to it. The higher C is, the more 'uniform' movement
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//        along the force line is.
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//        0<=C<1 looks completely ridiculous and C<0 destroys the system.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// 2020-05-03: replaced vec3 'u_Bounding' with a uniform 'vUniforms[effect].w' (i.e. mRadius)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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 */
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  public static void enable()
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    {
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    addEffect( EffectName.DEFORM,
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        "const vec3 ONE = vec3(1.0,1.0,1.0);                                 \n"
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      + "const float A = 0.5;                                                \n"
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      + "const float B = 0.2;                                                \n"
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      + "const float C = 5.0;                                                \n"
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      + "vec3 center = vUniforms[effect+1].yzw;                              \n"
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      + "vec3 ps     = center-v;                                             \n"
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      + "vec3 aPS    = abs(ps);                                              \n"
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      + "vec3 maxps  = vUniforms[effect].w + abs(center);                    \n"
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      + "float d     = degree(vUniforms[effect+2],ps);                       \n"
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      + "vec3 force  = vUniforms[effect].xyz * d;                            \n"
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      + "vec3 aForce = abs(force);                                           \n"
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      + "float denom = dot(ps+(1.0-d)*force,ps);                             \n"
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      + "float one_over_denom = 1.0/(denom-0.001*(sign(denom)-1.0));         \n"
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      + "vec3 Aw = A*maxps;                                                  \n"
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      + "vec3 quot = ps / maxps;                                             \n"
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      + "quot = quot*quot;                                                   \n"  // ( (x/W)^2 , (y/H)^2 ) where x,y are distances from V to center
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      + "float denomV = 1.0 / (aForce.y + Aw.x);                             \n"
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      + "float denomH = 1.0 / (aForce.x + Aw.y);                             \n"
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      + "vec3 vertCorr= ONE - aPS / ( aForce+C*aPS + (ONE-sign(aForce)) );   \n"  // avoid division by 0 when force and PS both are 0
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      + "float mvXvert = -B * ps.x * aForce.y * (1.0-quot.y) * denomV;       \n"  // impact the vertical   component of the force vector has on horizontal movement
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      + "float mvYhorz = -B * ps.y * aForce.x * (1.0-quot.x) * denomH;       \n"  // impact the horizontal component of the force vector has on vertical   movement
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      + "float mvYvert = force.y * (1.0-quot.x*Aw.x*denomV) * vertCorr.y;    \n"  // impact the vertical   component of the force vector has on vertical   movement
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      + "float mvXhorz = force.x * (1.0-quot.y*Aw.y*denomH) * vertCorr.x;    \n"  // impact the horizontal component of the force vector has on horizontal movement
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      + "v.x += (mvXvert+mvXhorz);                                           \n"
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      + "v.y += (mvYvert+mvYhorz);                                           \n"
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      + "v.z += force.z*d*d*(3.0*d*d -8.0*d +6.0);                           \n"  // thick bubble
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      + "float b = -(12.0*force.z*d*(1.0-d)*(1.0-d)*(1.0-d))*one_over_denom; \n"
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      + "n.xy += n.z*b*ps.xy;"
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      );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Deform the whole Mesh with a (possibly changing in time) vector of force applied to
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 * a (possibly changing in time) point on the Mesh.
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 *
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 * @param vector Vector of force that deforms the Mesh.
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 * @param radius How 'bendy' the object is. Don';t set this to 0. Typically set this to the object's
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 *               mesh size (i.e. more or less X of the rightmost vertex - X of the leftmost vertex)
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 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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 * @param region Region that masks the Effect.
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 */
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  public VertexEffectDeform(Data3D vector, Data1D radius, Data3D center, Data4D region)
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    {
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    super(EffectName.DEFORM);
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    mVector = vector;
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    mRadius = radius;
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    mCenter = center;
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    mRegion = (region==null ? MAX_REGION : region);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Deform the whole Mesh with a (possibly changing in time) vector of force applied to
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 * a (possibly changing in time) point on the Mesh.
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 *
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 * @param vector Vector of force that deforms the Mesh.
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 * @param radius How 'bendy' the object is. Don't set this to 0. Typically set this to the object's
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 *               mesh size (i.e. more or less X of the rightmost vertex - X of the leftmost vertex)
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 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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 */
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  public VertexEffectDeform(Data3D vector, Data1D radius, Data3D center)
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    {
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    super(EffectName.DEFORM);
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    mVector = vector;
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    mRadius = radius;
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    mCenter = center;
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    mRegion = MAX_REGION;
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    }
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  }
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