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library / src / main / java / org / distorted / library / DistortedObject.java @ 3695d6fa

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 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;
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import android.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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 */
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public abstract class DistortedObject 
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  {
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  private static float[] mViewMatrix   = new float[16];
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  protected EffectQueueMatrix    mM;
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  protected EffectQueueFragment  mF;
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  protected EffectQueueVertex    mV;
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  protected boolean matrixCloned, vertexCloned, fragmentCloned;
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  protected DistortedObjectGrid mGrid = null;
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  protected long mID;
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  protected int mSizeX, mSizeY, mSizeZ; // in screen space
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  protected Bitmap[] mBmp= null; //
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  int[] mTextureDataH;           // have to be shared among all the cloned Objects
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  boolean[] mBitmapSet;          //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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  private static Bitmap flipBitmap(Bitmap src)
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    {
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    Matrix matrix = new Matrix();
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    matrix.preScale(1.0f,-1.0f);
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    return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void initializeData()
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    {
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    mID             = DistortedObjectList.add(this);
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    mTextureDataH   = new int[1];
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    mTextureDataH[0]= 0;
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    mBmp            = new Bitmap[1];
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    mBmp[0]         = null;
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    mBitmapSet      = new boolean[1];
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    mBitmapSet[0]   = false;
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    initializeEffectLists(this,0);
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    if( Distorted.isInitialized() ) resetTexture();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void initializeEffectLists(DistortedObject d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(d);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(d);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(d);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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  void resetTexture()
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    {
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    if( mTextureDataH!=null )
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      {
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      if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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      if( mBmp!=null && mBmp[0]!=null)
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        {
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        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp[0]), 0);
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        mBmp[0] = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(long currTime, DistortedProjection dp)
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    {
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    GLES20.glViewport(0, 0, dp.width, dp.height);
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    mM.compute(currTime);
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    mM.send(mViewMatrix, dp);
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    mV.compute(currTime);
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    mV.send();
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    mF.compute(currTime);
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    mF.send();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(DistortedProjection dp)
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    {
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    GLES20.glViewport(0, 0, dp.width, dp.height);
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    mM.sendNoEffects(dp);
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    mV.sendZero();
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    mF.sendZero();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void releasePriv()
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    {
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    if( matrixCloned  ==false) mM.abortAll(false);
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    if( vertexCloned  ==false) mV.abortAll(false);
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    if( fragmentCloned==false) mF.abortAll(false);
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    mBmp          = null;
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    mGrid         = null;
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    mM            = null;
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    mV            = null;
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    mF            = null;
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    mTextureDataH = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  long getBitmapID()
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      {
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      return mBmp==null ? 0 : mBmp.hashCode();
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Default empty constructor so that derived classes can call it
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 */
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  public DistortedObject()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor used to create a DistortedObject based on various parts of another object.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 * We only call this from the descendant's classes' constructors where we have to pay attention
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 * to give it the appropriate type of a DistortedObject!
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_BITMAP | CLONE_MATRIX.
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 */
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  public DistortedObject(DistortedObject dc, int flags)
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    {
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    initializeEffectLists(dc,flags);
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    mID = DistortedObjectList.add(this);
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    mSizeX = dc.mSizeX;
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    mSizeY = dc.mSizeY;
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    mSizeZ = dc.mSizeZ;
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    mGrid  = dc.mGrid;
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    if( (flags & Distorted.CLONE_BITMAP) != 0 )
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      {
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      mTextureDataH = dc.mTextureDataH;
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      mBmp          = dc.mBmp;
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      mBitmapSet    = dc.mBitmapSet;
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      }
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    else
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      {
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      mTextureDataH   = new int[1];
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      mTextureDataH[0]= 0;
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      mBitmapSet      = new boolean[1];
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      mBitmapSet[0]   = false;
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      mBmp            = new Bitmap[1];
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      mBmp[0]         = null;
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      if( Distorted.isInitialized() ) resetTexture();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draw the DistortedObject to the location specified by current Matrix effects.    
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 *     
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 * @param currTime current time, in milliseconds, as returned by System.currentTimeMillis().
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 *        This gets passed on to Interpolators inside the Effects that are currently applied to the 
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 *        Object.
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 */
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  public void draw(long currTime)
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    {
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    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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    GLES20.glUniform1i(Distorted.mTextureUniformH, 0);
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    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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    drawPriv(currTime, Distorted.mProjection);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources.
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 */
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  public synchronized void release()
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    {
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    releasePriv();
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    DistortedObjectList.remove(this);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Sets the underlying android.graphics.Bitmap object and uploads it to the GPU. 
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 * <p>
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 * You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call 
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 * to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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 * 
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 * @param bmp The android.graphics.Bitmap object to apply effects to and display.
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 */
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  public void setBitmap(Bitmap bmp)
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    {
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    mBitmapSet[0] = true;
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    if( Distorted.isInitialized() )
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      {
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      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
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      }
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    else
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      {
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      mBmp[0] = bmp;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects that are currently applied to the DistortedObject.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void addEventListener(EffectListener el)
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    {
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    mV.addListener(el);
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    mF.addListener(el);
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    mM.addListener(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
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  public void removeEventListener(EffectListener el)
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    {
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    mV.removeListener(el);
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    mF.removeListener(el);
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    mM.removeListener(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the height of the DistortedObject.
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 *    
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 * @return height of the object, in pixels.
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 */
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  public int getWidth()
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     {
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     return mSizeX;   
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the width of the DistortedObject.
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 * 
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 * @return width of the Object, in pixels.
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 */
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  public int getHeight()
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      {
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      return mSizeY;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the depth of the DistortedObject.
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 * 
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 * @return depth of the Object, in pixels.
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 */
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  public int getDepth()
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      {
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      return mSizeZ;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 * 
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects.
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 * @return Number of effects aborted.
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 */
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  public int abortAllEffects()
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      {
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      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects of a given type, for example all MATRIX Effects.
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 * 
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 * @param type one of the constants defined in {@link EffectTypes}
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 * @return Number of effects aborted.
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 */
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  public int abortEffects(EffectTypes type)
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    {
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    switch(type)
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      {
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      case MATRIX  : return mM.abortAll(true);
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      case VERTEX  : return mV.abortAll(true);
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      case FRAGMENT: return mF.abortAll(true);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts a single Effect.
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 * 
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 * @param id ID of the Effect we want to abort.
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 * @return number of Effects aborted. Always either 0 or 1.
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 */
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  public int abortEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abort all Effects of a given name, for example all rotations.
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 * 
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 * @param name one of the constants defined in {@link EffectNames}
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 * @return number of Effects aborted.
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 */
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  public int abortEffects(EffectNames name)
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    {
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    switch(name.getType())
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      {
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      case MATRIX  : return mM.removeByType(name);
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      case VERTEX  : return mV.removeByType(name);
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      case FRAGMENT: return mF.removeByType(name);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Print some info about a given Effect to Android's standard out. Used for debugging only.
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 * 
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 * @param id Effect ID we want to print info about
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 * @return <code>true</code> if a single Effect of type effectType has been found.
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 */
457
    
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  public boolean printEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
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    return false;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////   
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Individual effect functions.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Matrix-based effects
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Moves the Object by a (possibly changing in time) vector.
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 * 
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 * @param vector 3-dimensional Data which at any given time will return a Static3D
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 *               representing the current coordinates of the vector we want to move the Object with.
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 * @return       ID of the effect added, or -1 if we failed to add one.
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 */
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  public long move(Data3D vector)
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    {   
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    return mM.add(EffectNames.MOVE,vector);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Scales the Object by (possibly changing in time) 3D scale factors.
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 * 
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 * @param scale 3-dimensional Dynamic which at any given time returns a Static3D
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 *              representing the current x- , y- and z- scale factors.
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 * @return      ID of the effect added, or -1 if we failed to add one.
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 */
495 568b29d8 Leszek Koltunski
  public long scale(Data3D scale)
496 6a06a912 Leszek Koltunski
    {   
497 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.SCALE,scale);
498 6a06a912 Leszek Koltunski
    }
499
500 2fce34f4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
501
/**
502 e8c81a8e Leszek Koltunski
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
503 2fce34f4 Leszek Koltunski
 *
504
 * @param scale The factor to scale all 3 dimensions with.
505
 * @return      ID of the effect added, or -1 if we failed to add one.
506
 */
507 d425545a Leszek Koltunski
  public long scale(float scale)
508
    {
509
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
510
    }
511 2fce34f4 Leszek Koltunski
512 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
513
/**
514 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
515
 * Static axis of rotation is given by the last parameter.
516
 *
517 9351ad55 Leszek Koltunski
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
518 568b29d8 Leszek Koltunski
 * @param axis   Axis of rotation
519 0df17fad Leszek Koltunski
 * @param center Coordinates of the Point we are rotating around.
520 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
521
 */
522 0df17fad Leszek Koltunski
  public long rotate(Data1D angle, Static3D axis, Data3D center )
523 6a06a912 Leszek Koltunski
    {   
524 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angle, axis, center);
525 6a06a912 Leszek Koltunski
    }
526
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528
/**
529 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
530 2fce34f4 Leszek Koltunski
 * Here both angle and axis can dynamically change.
531 568b29d8 Leszek Koltunski
 *
532
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
533 0df17fad Leszek Koltunski
 * @param center    Coordinates of the Point we are rotating around.
534 568b29d8 Leszek Koltunski
 * @return          ID of the effect added, or -1 if we failed to add one.
535 e0a16874 Leszek Koltunski
 */
536 0df17fad Leszek Koltunski
  public long rotate(Data4D angleaxis, Data3D center)
537 568b29d8 Leszek Koltunski
    {
538 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angleaxis, center);
539 6a06a912 Leszek Koltunski
    }
540
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542
/**
543 568b29d8 Leszek Koltunski
 * Rotates the Object by quaternion.
544 0df17fad Leszek Koltunski
 *
545 568b29d8 Leszek Koltunski
 * @param quaternion The quaternion describing the rotation.
546 0df17fad Leszek Koltunski
 * @param center     Coordinates of the Point we are rotating around.
547 568b29d8 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
548 6a06a912 Leszek Koltunski
 */
549 0df17fad Leszek Koltunski
  public long quaternion(Data4D quaternion, Data3D center )
550 568b29d8 Leszek Koltunski
    {
551 0df17fad Leszek Koltunski
    return mM.add(EffectNames.QUATERNION,quaternion,center);
552 6a06a912 Leszek Koltunski
    }
553
554
///////////////////////////////////////////////////////////////////////////////////////////////////
555
/**
556 568b29d8 Leszek Koltunski
 * Shears the Object.
557 6a06a912 Leszek Koltunski
 *
558 568b29d8 Leszek Koltunski
 * @param shear   The 3-tuple of shear factors.
559 0df17fad Leszek Koltunski
 * @param center  Center of shearing, i.e. the point which stays unmoved.
560 e0a16874 Leszek Koltunski
 * @return        ID of the effect added, or -1 if we failed to add one.
561 6a06a912 Leszek Koltunski
 */
562 0df17fad Leszek Koltunski
  public long shear(Data3D shear, Data3D center)
563 6a06a912 Leszek Koltunski
    {
564 0df17fad Leszek Koltunski
    return mM.add(EffectNames.SHEAR, shear, center);
565 6a06a912 Leszek Koltunski
    }
566
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568
// Fragment-based effects  
569
///////////////////////////////////////////////////////////////////////////////////////////////////
570
/**
571 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
572 6a06a912 Leszek Koltunski
 *        
573 2fce34f4 Leszek Koltunski
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
574 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
575
 *               Valid range: <0,1>
576 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
577 2fce34f4 Leszek Koltunski
 * @param region Region this Effect is limited to.
578
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
579
 * @return       ID of the effect added, or -1 if we failed to add one.
580 6a06a912 Leszek Koltunski
 */
581 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
582 6a06a912 Leszek Koltunski
    {
583 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
584 6a06a912 Leszek Koltunski
    }
585
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
/**
588 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change all three of its RGB components.
589
 *
590
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
591 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
592
 *               Valid range: <0,1>
593 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
594 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
595 6a06a912 Leszek Koltunski
 */
596 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color)
597 6a06a912 Leszek Koltunski
    {
598 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
599 6a06a912 Leszek Koltunski
    }
600
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602
/**
603 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
604 6a06a912 Leszek Koltunski
 *        
605 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
606 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
607
 *               Valid range: <0,1>
608 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
609 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
610 d7bbef2f Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one. 
611 6a06a912 Leszek Koltunski
 */
612 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
613 6a06a912 Leszek Koltunski
    {
614 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
615 6a06a912 Leszek Koltunski
    }
616
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
620
 *
621
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
622 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
623
 *               Valid range: <0,1>
624 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
625 6a06a912 Leszek Koltunski
 */
626 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
627 6a06a912 Leszek Koltunski
    {
628 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
629 6a06a912 Leszek Koltunski
    }
630
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632
/**
633 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
634 6a06a912 Leszek Koltunski
 *        
635 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
636 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
637 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
638 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
639 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
640 6a06a912 Leszek Koltunski
 */
641 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
642 6a06a912 Leszek Koltunski
    {
643 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
644 6a06a912 Leszek Koltunski
    }
645
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
649
 *
650
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
651 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
652 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
653 6a06a912 Leszek Koltunski
 */
654 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
655 6a06a912 Leszek Koltunski
    {
656 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
657 6a06a912 Leszek Koltunski
    }
658
659
///////////////////////////////////////////////////////////////////////////////////////////////////
660
/**
661 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
662 6a06a912 Leszek Koltunski
 *        
663 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
664 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
665 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
666 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
667 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
668 6a06a912 Leszek Koltunski
 */
669 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
670 6a06a912 Leszek Koltunski
    {
671 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
672 6a06a912 Leszek Koltunski
    }
673
674
///////////////////////////////////////////////////////////////////////////////////////////////////
675
/**
676 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
677
 *
678
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
679 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
680 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
681 6a06a912 Leszek Koltunski
 */
682 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
683 6a06a912 Leszek Koltunski
    {
684 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
685 6a06a912 Leszek Koltunski
    }
686
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688
/**
689 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
690 6a06a912 Leszek Koltunski
 *        
691 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
692 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
693 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
694 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
695 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
696 6a06a912 Leszek Koltunski
 */
697 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
698 6a06a912 Leszek Koltunski
    {
699 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
700 6a06a912 Leszek Koltunski
    }
701
702
///////////////////////////////////////////////////////////////////////////////////////////////////
703
/**
704 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
705
 *
706
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
707 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
708 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
709 6a06a912 Leszek Koltunski
 */
710 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
711 6a06a912 Leszek Koltunski
    {
712 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
713 6a06a912 Leszek Koltunski
    }
714
715
///////////////////////////////////////////////////////////////////////////////////////////////////
716
// Vertex-based effects  
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
/**
719 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
720 f2fe7e28 Leszek Koltunski
 *
721
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
722
 *               currently being dragged with.
723
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
724
 * @param region Region that masks the Effect.
725
 * @return       ID of the effect added, or -1 if we failed to add one.
726 6a06a912 Leszek Koltunski
 */
727 f2fe7e28 Leszek Koltunski
  public long distort(Data3D vector, Data2D center, Data4D region)
728 6a06a912 Leszek Koltunski
    {  
729 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
730 6a06a912 Leszek Koltunski
    }
731
732
///////////////////////////////////////////////////////////////////////////////////////////////////
733
/**
734 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
735 f2fe7e28 Leszek Koltunski
 *
736
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
737
 *               currently being dragged with.
738
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
739 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
740 6a06a912 Leszek Koltunski
 */
741 d425545a Leszek Koltunski
  public long distort(Data3D vector, Data2D center)
742
    {
743 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
744 d425545a Leszek Koltunski
    }
745 6a06a912 Leszek Koltunski
746
///////////////////////////////////////////////////////////////////////////////////////////////////
747
/**
748 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
749 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
750 6a06a912 Leszek Koltunski
 *     
751 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
752
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
753 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
754 6a06a912 Leszek Koltunski
 */
755 f2fe7e28 Leszek Koltunski
  public long deform(Data3D vector, Data2D center)
756 6a06a912 Leszek Koltunski
    {  
757 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
758 6a06a912 Leszek Koltunski
    }
759
760
///////////////////////////////////////////////////////////////////////////////////////////////////  
761
/**
762 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
763 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
764 f2fe7e28 Leszek Koltunski
 *
765
 * @param sink   The current degree of the Effect.
766
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
767
 * @param region Region that masks the Effect.
768
 * @return       ID of the effect added, or -1 if we failed to add one.
769 6a06a912 Leszek Koltunski
 */
770 f2fe7e28 Leszek Koltunski
  public long sink(Data1D sink, Data2D center, Data4D region)
771 6a06a912 Leszek Koltunski
    {
772 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
773 6a06a912 Leszek Koltunski
    }
774
775
///////////////////////////////////////////////////////////////////////////////////////////////////
776
/**
777 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
778
 * away from the center (degree<=1)
779
 *
780
 * @param sink   The current degree of the Effect.
781
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
782
 * @return       ID of the effect added, or -1 if we failed to add one.
783 6a06a912 Leszek Koltunski
 */
784 d425545a Leszek Koltunski
  public long sink(Data1D sink, Data2D center)
785
    {
786
    return mV.add(EffectNames.SINK, sink, center);
787
    }
788 6a06a912 Leszek Koltunski
789
///////////////////////////////////////////////////////////////////////////////////////////////////  
790
/**
791 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
792
 *
793 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
794 f2fe7e28 Leszek Koltunski
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
795
 * @param region Region that masks the Effect.
796
 * @return       ID of the effect added, or -1 if we failed to add one.
797 6a06a912 Leszek Koltunski
 */
798 f2fe7e28 Leszek Koltunski
  public long swirl(Data1D swirl, Data2D center, Data4D region)
799 6a06a912 Leszek Koltunski
    {    
800 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
801 6a06a912 Leszek Koltunski
    }
802
803
///////////////////////////////////////////////////////////////////////////////////////////////////
804
/**
805 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
806
 *
807 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
808 f2fe7e28 Leszek Koltunski
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
809
 * @return       ID of the effect added, or -1 if we failed to add one.
810 6a06a912 Leszek Koltunski
 */
811 d425545a Leszek Koltunski
  public long swirl(Data1D swirl, Data2D center)
812
    {
813
    return mV.add(EffectNames.SWIRL, swirl, center);
814
    }
815 4fde55a0 Leszek Koltunski
816
///////////////////////////////////////////////////////////////////////////////////////////////////
817
/**
818
 * Directional, sinusoidal wave effect.
819
 *
820 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
821
 *               second is the wave length, third is the offset (i.e. when offset = PI/2, the sine
822
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
823
 *               describe the 'direction' of the wave.
824 3695d6fa Leszek Koltunski
 *               <p>
825 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
826
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
827
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
828
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
829 3695d6fa Leszek Koltunski
 *               <p>
830
 *               <p>
831 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
832
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
833
 *               will be sine shapes.
834 3695d6fa Leszek Koltunski
 *               <p>
835 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
836
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
837
 *               YZ-plane with be sine shapes.
838 3695d6fa Leszek Koltunski
 *               <p>
839 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
840 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
841
 *               value if sin at this point.
842 4fde55a0 Leszek Koltunski
 * @param center 2-dimensional Data that, at any given time, returns the Center of the Effect.
843
 * @return       ID of the effect added, or -1 if we failed to add one.
844
 */
845 350cc2f5 Leszek Koltunski
  public long wave(Data5D wave, Data2D center)
846 4fde55a0 Leszek Koltunski
    {
847 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
848 4fde55a0 Leszek Koltunski
    }
849
850
///////////////////////////////////////////////////////////////////////////////////////////////////
851
/**
852
 * Directional, sinusoidal wave effect.
853
 *
854 350cc2f5 Leszek Koltunski
 * @param wave   see {@see wave(Data5D,Data2D)}
855
 * @param center see {@see wave(Data5D,Data2D)}
856 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
857
 * @return       ID of the effect added, or -1 if we failed to add one.
858
 */
859 350cc2f5 Leszek Koltunski
  public long wave(Data5D wave, Data2D center, Data4D region)
860 4fde55a0 Leszek Koltunski
    {
861
    return mV.add(EffectNames.WAVE, wave, center, region);
862
    }
863 f2fe7e28 Leszek Koltunski
  }