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Revision 8c893ffc

Added by Leszek Koltunski almost 8 years ago

Further reduce the distortedObject's API - now only 26 methods, 1/4 of the 104 before the reorganization.

View differences:

src/main/java/org/distorted/library/DistortedObject.java
587 587
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
588 588
 * @return       ID of the effect added, or -1 if we failed to add one.
589 589
 */
590
  public long chroma(Data1D blend, Static3D color, Data4D region, boolean smooth)
590
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
591 591
    {
592 592
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
593 593
    }
......
601 601
 * @param color  Color to mix. (1,0,0) is RED.
602 602
 * @return       ID of the effect added, or -1 if we failed to add one.
603 603
 */
604
  public long chroma(Data1D blend, Static3D color)
604
  public long chroma(Data1D blend, Data3D color)
605 605
    {
606 606
    return mF.add(EffectNames.CHROMA, blend, color);
607 607
    }
608 608

  
609
///////////////////////////////////////////////////////////////////////////////////////////////////  
610
/**
611
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
612
 *        
613
 * @param blendcolor  4-dimensional Data returning the 4-tuple (blend,R,G,B).
614
 *                    Level of blend a given pixel will be mixed with the next parameter 'color':
615
 *                    pixel = (1-t)*pixel + t*color
616
 * @param region Region this Effect is limited to.
617
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
618
 * @return       ID of the effect added, or -1 if we failed to add one.
619
 */
620
  public long chroma(Data4D blendcolor, Data4D region, boolean smooth )
621
    {
622
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blendcolor, region );
623
    }
624

  
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626
/**
627
 * Makes the whole Object smoothly change all three of its RGB components.
628
 *
629
 * @param blendcolor  4-dimensional Data returning the 4-tuple (blend,R,G,B).
630
 *                    Level of blend a given pixel will be mixed with the next parameter 'color':
631
 *                    pixel = (1-t)*pixel + t*color
632
 * @return       ID of the effect added, or -1 if we failed to add one. 
633
 */
634
  public long chroma(Data4D blendcolor)
635
    {
636
    return mF.add(EffectNames.CHROMA, blendcolor);
637
    }
638

  
639 609
///////////////////////////////////////////////////////////////////////////////////////////////////
640 610
/**
641 611
 * Makes a certain sub-region of the Object smoothly change its transparency level.

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