Revision 6ebdbbf1
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedObject.java | ||
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return mV.add(EffectNames.DISTORT, vector, center, null); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to |
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* a (possibly changing in time) point on the Object. |
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* |
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* @param vector Vector of force that deforms the shape of the whole Object. |
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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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* @return ID of the effect added, or -1 if we failed to add one. |
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*/ |
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public long deform(Data3D vector, Data3D center, Data4D region) |
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{ |
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return mV.add(EffectNames.DEFORM, vector, center, region); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to |
src/main/java/org/distorted/library/EffectNames.java | ||
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* <p> |
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* Unity: (forceX,forceY) = (0,0) |
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*/ |
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} , 3, false, true ),
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} , 3, true, true ),
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/** |
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* Pull (or push away) all points around a center point to (from) it. |
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* <p> |
src/main/res/raw/main_vertex_shader.glsl | ||
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// |
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// Constants: |
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// a) A : valid values: (0,infinity). 'Bendiness' if the surface - the higher A is, the more the surface |
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// bends. A<=0 destroys the system,
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// bends. A<=0 destroys the system.
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// b) B : valid values: <-1,1>. The amount side edges get 'sucked' inwards when we pull the middle of the |
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// top edge up. B=0 --> not at all, B=1: a looot. B=-0.5: the edges will actually be pushed outwards |
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// quite a bit. One can also set it to <-1 or >1, but it will look a bit ridiculous. |
... | ... | |
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void deform(in int effect, inout vec4 v) |
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{ |
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const vec2 one = vec2(1.0,1.0);
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const vec2 ONE = vec2(1.0,1.0);
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const float A = 0.5; |
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const float B = 0.2; |
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const float C = 5.0; |
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vec2 center = vUniforms[effect+1].yz; |
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vec2 force = vUniforms[effect].xy;
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vec2 dist = center-v.xy;
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vec2 aDist = abs(dist.xy);
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vec2 maxdist= u_objD.xy + abs(center);
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vec2 ps = center-v.xy;
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vec2 aPS = abs(ps);
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vec2 maxps = u_objD.xy + abs(center);
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vec2 force = vUniforms[effect].xy * degree_region(vUniforms[effect+2],ps);
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vec2 aForce = abs(force); |
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vec2 Aw = A*maxdist;
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vec2 quot = dist / maxdist;
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vec2 Aw = A*maxps;
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vec2 quot = ps / maxps;
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quot = quot*quot; // ( (x/W)^2 , (y/H)^2 ) where x,y are distances from V to center |
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float denomV = 1.0 / (aForce.y + Aw.x); |
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float denomH = 1.0 / (aForce.x + Aw.y); |
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vec2 vertCorr= one - aDist / ( aForce+C*aDist + (one-sign(aForce)) );
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vec2 vertCorr= ONE - aPS / ( aForce+C*aPS + (ONE-sign(aForce)) );
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float mvXvert = -B * dist.x * aForce.y * (1.0-quot.y) * denomV; // impact the vertical component of the force vector has on horizontal movement
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float mvYhorz = -B * dist.y * aForce.x * (1.0-quot.x) * denomH; // impact the horizontal component of the force vector has on vertical movement
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float mvXvert = -B * ps.x * aForce.y * (1.0-quot.y) * denomV; // impact the vertical component of the force vector has on horizontal movement
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float mvYhorz = -B * ps.y * aForce.x * (1.0-quot.x) * denomH; // impact the horizontal component of the force vector has on vertical movement
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float mvYvert = force.y * (1.0-quot.x*Aw.x*denomV) * vertCorr.y; // impact the vertical component of the force vector has on vertical movement |
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float mvXhorz = -force.x * (1.0-quot.y*Aw.y*denomH) * vertCorr.x; // impact the horizontal component of the force vector has on horizontal movement |
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Also available in: Unified diff
DEFORM: add support for Regions