95 |
95 |
/**
|
96 |
96 |
* Apply a 3D vector of force to area around a point on the surface of the Object.
|
97 |
97 |
* <p>
|
98 |
|
* Uniforms: (forceX ,forceY ,forceZ ,UNUSED ,
|
99 |
|
* UNUSED , centerX ,centerY , centerZ,
|
|
98 |
* Uniforms: (forceX,forceY,forceZ,UNUSED,
|
|
99 |
* UNUSED,centerX,centerY,centerZ,
|
100 |
100 |
* regionX,regionY,regionRX,regionRY)
|
101 |
101 |
* <p>
|
102 |
102 |
* Unity: (forceX,forceY,forceZ) = (0,0,0)
|
103 |
103 |
*/
|
104 |
104 |
DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} , 3, true, true ),
|
105 |
105 |
/**
|
106 |
|
* Deform the whole Object by applying a 2D vector of force to a center point.
|
|
106 |
* Deform the whole Object by applying a 3D vector of force to a center point.
|
107 |
107 |
* <p>
|
108 |
|
* Uniforms: (forceX,forceY,UNUSED,UNUSED,
|
|
108 |
* Uniforms: (forceX,forceY,forceZ,UNUSED,
|
109 |
109 |
* UNUSED,centerX,centerY,centerZ,
|
110 |
|
* UNUSED,UNUSED,UNUSED,UNUSED)
|
|
110 |
* regionX,regionY,regionRX,regionRY)
|
111 |
111 |
* <p>
|
112 |
|
* Unity: (forceX,forceY) = (0,0)
|
|
112 |
* Unity: (forceX,forceY,forceZ) = (0,0,0)
|
113 |
113 |
*/
|
114 |
|
DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} , 3, true, true ),
|
|
114 |
DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} , 3, true, true ),
|
115 |
115 |
/**
|
116 |
116 |
* Pull (or push away) all points around a center point to (from) it.
|
117 |
117 |
* <p>
|
Minor.