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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import org.distorted.library.helpers.MatrixHelper;
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import org.distorted.library.type.Data3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Shear the Mesh.
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*/
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public class MatrixEffectShear extends MatrixEffect
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{
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private final Data3D mShear, mCenter;
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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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return mShear.get(uniforms,index,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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* <p>
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* Here and in Shear we have the whole reason why there are two separate 'P' and 'V' (Point and
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* Vector) matrices - Scale and Shear have to manipulate Points and Normal Vectors differently.
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*
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* @y.exclude
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*/
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public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
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{
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float sx = uniforms[NUM_FLOAT_UNIFORMS*index ];
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float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
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float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
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float x = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET ];
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float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
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float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
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MatrixHelper.translate(matrixP, x, y, z);
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matrixP[4] += sx*matrixP[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
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matrixP[5] += sx*matrixP[1]; // 0 1 0 0
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matrixP[6] += sx*matrixP[2]; // 0 0 1 0
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matrixP[7] += sx*matrixP[3]; // 0 0 0 1
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matrixP[0] += sy*matrixP[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear.
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matrixP[1] += sy*matrixP[5]; // y 1 0 0
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matrixP[2] += sy*matrixP[6]; // 0 0 1 0
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matrixP[3] += sy*matrixP[7]; // 0 0 0 1
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matrixP[4] += sz*matrixP[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear.
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matrixP[5] += sz*matrixP[9]; // 0 1 0 0
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matrixP[6] += sz*matrixP[10];// 0 z 1 0
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matrixP[7] += sz*matrixP[11];// 0 0 0 1
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MatrixHelper.translate(matrixP,-x,-y,-z);
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MatrixHelper.translate(matrixV, x, y, z);
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matrixV[0] -= sx*matrixV[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. vector X-shear.
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matrixV[1] -= sx*matrixV[5]; // -x 1 0 0
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matrixV[2] -= sx*matrixV[6]; // 0 0 1 0
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matrixV[3] -= sx*matrixV[7]; // 0 0 0 1
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matrixV[4] -= sy*matrixV[0]; // Multiply viewMatrix by 1-y 0 0 , i.e. vector Y-shear.
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matrixV[5] -= sy*matrixV[1]; // 0 1 0 0
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matrixV[6] -= sy*matrixV[2]; // 0 0 1 0
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matrixV[7] -= sy*matrixV[3]; // 0 0 0 1
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matrixV[8] -= sz*matrixV[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. vector Z-shear.
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matrixV[9] -= sz*matrixV[5]; // 0 1-z 0
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matrixV[10]-= sz*matrixV[6]; // 0 0 1 0
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matrixV[11]-= sz*matrixV[7]; // 0 0 0 1
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MatrixHelper.translate(matrixV,-x,-y,-z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Shear the Mesh.
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*
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* @param shear The 3-tuple of shear factors. The first controls level
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* of shearing in the X-axis, second - Y-axis and the third -
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* Z-axis. Each is the tangent of the shear angle, i.e 0 -
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* no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
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* @param center Center of shearing, i.e. the point which stays unmoved.
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*/
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public MatrixEffectShear(Data3D shear, Data3D center)
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{
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super(EffectName.SHEAR);
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mShear = shear;
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mCenter = center;
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}
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}
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