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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic3D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class VertexEffectSwirl extends VertexEffect
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{
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private static final String NAME = "SWIRL";
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private static final float[] UNITIES = new float[] {0.0f};
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private static final int DIMENSION = 1;
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private static final boolean SUPPORTS_CENTER = true;
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private static final boolean SUPPORTS_REGION = true;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotate part of the Object around the Center of the Effect by a certain angle.
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*
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* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
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* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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* @param region Region that masks the Effect.
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*/
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public VertexEffectSwirl(Data1D swirl, Data3D center, Data4D region)
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{
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super(SWIRL,UNITIES,DIMENSION,SUPPORTS_CENTER,SUPPORTS_REGION,NAME);
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if( swirl instanceof Dynamic1D)
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{
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mDynamic0 = (Dynamic1D)swirl;
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}
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else if ( swirl instanceof Static1D )
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{
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mStatic0 = (Static1D)swirl;
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}
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if( center instanceof Static3D)
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{
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mStaticCenter = (Static3D)center;
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}
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else if( center instanceof Dynamic3D)
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{
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mDynamicCenter = (Dynamic3D)center;
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}
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if( region instanceof Static4D)
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{
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mStaticRegion = (Static4D)region;
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}
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else if( region instanceof Dynamic4D)
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{
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mDynamicRegion = (Dynamic4D)region;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotate the whole Object around the Center of the Effect by a certain angle.
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*
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* @param swirl The angle of Swirl (in degrees). Positive values swirl clockwise.
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* @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
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*/
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public VertexEffectSwirl(Data1D swirl, Data3D center)
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{
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super(SWIRL,UNITIES,DIMENSION,SUPPORTS_CENTER,SUPPORTS_REGION,NAME);
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if( swirl instanceof Dynamic1D)
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{
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mDynamic0 = (Dynamic1D)swirl;
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}
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else if ( swirl instanceof Static1D )
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{
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mStatic0 = (Static1D)swirl;
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}
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if( center instanceof Static3D)
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{
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mStaticCenter = (Static3D)center;
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}
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else if( center instanceof Dynamic3D )
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{
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mDynamicCenter = (Dynamic3D)center;
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}
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mStaticRegion = new Static4D(0,0,Float.MAX_VALUE, Float.MAX_VALUE);
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}
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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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boolean ret = false;
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if( mDynamicCenter!=null )
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{
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mDynamicCenter.interpolateMain(uniforms,index+5,currentDuration,step);
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}
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else
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{
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uniforms[index+5] = mStaticCenter.getX();
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uniforms[index+6] = mStaticCenter.getY();
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uniforms[index+7] = mStaticCenter.getZ();
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}
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if( mDynamicRegion!=null )
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{
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mDynamicRegion.interpolateMain(uniforms,index+8,currentDuration,step);
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}
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else
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{
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uniforms[index+ 8] = mStaticRegion.getX();
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uniforms[index+ 9] = mStaticRegion.getY();
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uniforms[index+10] = mStaticRegion.getZ();
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uniforms[index+11] = mStaticRegion.getW();
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}
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if( mDynamic0!=null )
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{
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ret = mDynamic0.interpolateMain(uniforms,index,currentDuration,step);
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}
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else
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{
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uniforms[index ] = ((Static1D)mStatic0).getX();
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}
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uniforms[index] = (float)(Math.PI*uniforms[index]/180);
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return ret;
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}
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}
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