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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* 'Swirl' part of the Mesh, i.e rotate part of it around a point.
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*
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* Note: this is not a fully 3D effect as the swirling happens entirely within the XY plane - z
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* coordinates of all vertices remain unaffected. If someone wants a fully 3D swirling, we'd
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* probably need to write another VertixEffectSwirl3D with two additional parameters: latitude and
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* longitude angles defining the plane swirling is working on.
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*/
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public class VertexEffectSwirl extends VertexEffect
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{
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private Data1D mSwirl;
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private Data3D mCenter;
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private Data4D mRegion;
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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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mRegion.get(uniforms,index+REGION_OFFSET,currentDuration,step);
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boolean ret = mSwirl.get(uniforms,index,currentDuration,step);
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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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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Let d be the degree of the current vertex V with respect to center of the effect S and Region vRegion.
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// This effect rotates the current vertex V by vInterpolated.x radians clockwise around the circle dilated
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// by (1-d) around the center of the effect S.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Have to call this before the shaders get compiled (i.e before Distorted.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(EffectName.SWIRL,
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"vec3 center = vUniforms[effect+1].yzw; \n"
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+ "vec3 PS = center-v.xyz; \n"
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+ "vec4 SO = vUniforms[effect+2]; \n"
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+ "float d1_circle = degree_region(SO,PS); \n"
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+ "float d1_object = degree_object(center,PS); \n"
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+ "float alpha = vUniforms[effect].x; \n"
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+ "float sinA = sin(alpha); \n"
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+ "float cosA = cos(alpha); \n"
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+ "vec3 PS2 = vec3( PS.x*cosA+PS.y*sinA,-PS.x*sinA+PS.y*cosA, PS.z ); \n" // vector PS rotated by A radians clockwise around center.
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+ "vec4 SG = (1.0-d1_circle)*SO; \n" // coordinates of the dilated circle P is going to get rotated around
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+ "float d2 = max(0.0,degree(SG,center,PS2)); \n" // make it a max(0,deg) because otherwise when center=left edge of the
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// object some points end up with d2<0 and they disappear off view.
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+ "v.xy += min(d1_circle,d1_object)*(PS.xy - PS2.xy/(1.0-d2)); \n" // if d2=1 (i.e P=center) we should have P unchanged. How to do it?
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);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotate part of the Mesh 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(EffectName.SWIRL);
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mSwirl = swirl;
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mCenter = center;
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mRegion = (region==null ? MAX_REGION : region);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Rotate the whole Mesh 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(EffectName.SWIRL);
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mSwirl = swirl;
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mCenter = center;
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mRegion = MAX_REGION;
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}
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}
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