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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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.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 VertexEffectQuaternion extends VertexEffect
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{
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private static final EffectName NAME = EffectName.VERTEX_QUATERNION;
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private Data4D mQuaternion;
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private Data3D 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 mQuaternion.get(uniforms,index+VALUES_OFFSET,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static String code()
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{
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return
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"float qx = vUniforms[effect].x; \n"
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+ "float qy = vUniforms[effect].y; \n"
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+ "float qz = vUniforms[effect].z; \n"
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+ "float qw = vUniforms[effect].w; \n"
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+ "vec3 center = vUniforms[effect+1].yzw; \n"
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+ "v -= center; \n"
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+ "float tx = qx - v.z*qy + v.y*qz + v.x*qw; \n"
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+ "float ty = qy + v.z*qx + v.y*qw - v.x*qz; \n"
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+ "float tz = qz + v.z*qw - v.y*qx + v.x*qy; \n"
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+ "float tw = qw - v.z*qz - v.y*qy - v.x*qx; \n"
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+ "v.x = qw*tx + qz*ty - qy*tz - qx*tw; \n"
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+ "v.y = qw*ty - qz*tx - qy*tw + qx*tz; \n"
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+ "v.z = qw*tz - qz*tw + qy*tx - qx*ty; \n"
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+ "v += center; \n"
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+ "float nx = - n.z*qy + n.y*qz + n.x*qw; \n"
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+ "float ny = + n.z*qx + n.y*qw - n.x*qz; \n"
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+ "float nz = + n.z*qw - n.y*qx + n.x*qy; \n"
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+ "float nw = - n.z*qz - n.y*qy - n.x*qx; \n"
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+ "n.x = qw*nx + qz*ny - qy*nz - qx*nw; \n"
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+ "n.y = qw*ny - qz*nx - qy*nw + qx*nz; \n"
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+ "n.z = qw*nz - qz*nw + qy*nx - qx*ny; \n"
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+ "#ifdef PREAPPLY \n"
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+ "float ix = - inf.z*qy + inf.y*qz + inf.x*qw; \n"
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+ "float iy = + inf.z*qx + inf.y*qw - inf.x*qz; \n"
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+ "float iz = + inf.z*qw - inf.y*qx + inf.x*qy; \n"
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+ "float iw = - inf.z*qz - inf.y*qy - inf.x*qx; \n"
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+ "inf.x = qw*ix + qz*iy - qy*iz - qx*iw; \n"
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+ "inf.y = qw*iy - qz*ix - qy*iw + qx*iz; \n"
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+ "inf.z = qw*iz - qz*iw + qy*ix - qx*iy; \n"
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+ "#endif \n";
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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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* 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( NAME, code() );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotate the Mesh by a (possibly changing in time) quaternion.
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*
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* @param quaternion Quaternion describing the rotation.
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* @param center Coordinates of the Point we are rotating around.
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*/
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public VertexEffectQuaternion(Data4D quaternion, Data3D center )
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{
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super(NAME);
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mQuaternion = quaternion;
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mCenter = center;
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}
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}
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