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library / src / main / java / org / distorted / library / effect / MatrixEffectShear.java @ 62c869ad

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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 android.opengl.Matrix;
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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 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_UNIFORMS*index  ];
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    float sy = uniforms[NUM_UNIFORMS*index+1];
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    float sz = uniforms[NUM_UNIFORMS*index+2];
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    float x  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET  ];
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    float y  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+1];
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    float z  = uniforms[NUM_UNIFORMS*index+CENTER_OFFSET+2];
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    Matrix.translateM(matrixP, 0, 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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    Matrix.translateM(matrixP, 0,-x,-y,-z);
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    Matrix.translateM(matrixV, 0, 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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    Matrix.translateM(matrixV, 0,-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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