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Revision 82ee855a

Added by Leszek Koltunski over 7 years ago

New vertex effect 'PINCH'

View differences:

src/main/java/org/distorted/library/EffectNames.java
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 */
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public enum EffectNames
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  {
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  // EFFECT NAME /////// EFFECT TYPE ////////////// UNITY /////////////////////////
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  // EFFECT NAME /////// EFFECT TYPE ////////////// UNITY /////////////// DIM // REGION // CENTER
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  /////////////////////////////////////////////////////////////////////////////////
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  // MATRIX EFFECTS.
......
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   * Apply a 3D vector of force to area around a point on the surface of the Object.
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   * <p>
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   * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
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   *            UNUSED , UNUSED,centerX ,centerY ,
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   *            UNUSED , centerX ,centerY , centerZ,
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   *            regionX,regionY,regionRX,regionRY)
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   * <p>
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   * Unity: (forceX,forceY,forceZ) = (0,0,0)
......
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   * Deform the whole Object by applying a 2D vector of force to a center point.
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   * <p>
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   * Uniforms: (forceX,forceY,UNUSED,UNUSED,
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   *            UNUSED,UNUSED,centerX,centerY,
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   *            UNUSED,centerX,centerY,centerZ,
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   *            UNUSED,UNUSED,UNUSED,UNUSED)
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   * <p>
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   * Unity: (forceX,forceY) = (0,0)
......
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   * Pull (or push away) all points around a center point to (from) it.
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   * <p>
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   * Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
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   *            UNUSED,UNUSED,centerX,centerY,
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   *            UNUSED,centerX,centerY,centerZ,
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   *            regionX,regionY,regionRX,regionRY)
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   * <p>
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   * Unity: sinkFactor = 1
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   */
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  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           , 1, true, true ),
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  /**
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   * Pull (or push away) all points around a line to (from) it.
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   * <p>
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   * Uniforms: (pinchFactor,lineAngle,UNUSED,UNUSED,
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   *            UNUSED,centerX,centerY,centerZ,
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   *            regionX,regionY,regionRX,regionRY)
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   * <p>
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   * Unity: sinkFactor = 1
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   */
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  PINCH            ( EffectTypes.VERTEX  ,   new float[] {1.0f}           , 2, true, true ),
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 /**
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   * Smoothly rotate a limited area around a center point.
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   * <p>
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   * Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
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   *            UNUSED, UNUSED,centerX,centerY,
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   *            UNUSED, centerX,centerY,centerZ,
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   *            regionX,regionY,regionRX,regionRY)
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   * <p>
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   * Unity: swirlAngle = 0
......
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   * parameters. Details: {@link DistortedObject#wave(Data5D,Data2D)}
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   * <p>
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   * Uniforms: (amplitude,length,phase,angleAlpha,
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   *            angleBeta, UNUSED,centerX,centerY,
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   *            angleBeta, centerX,centerY,centerZ,
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   *            regionX,regionY,regionRX,regionRY)
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   * <p>
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   * Unity: amplitude  = 0

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