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library / src / main / java / org / distorted / library / DistortedObject.java @ b73dcaa7

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 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;
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import android.graphics.Bitmap;
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import android.graphics.Matrix;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data2D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Data5D;
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import org.distorted.library.type.Static3D;
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import java.util.HashMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
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 * <p>
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 * General idea is as follows:
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 * <ul>
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 * <li> Create an instance of (some class descended from) DistortedObject
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 * <li> Paint something onto the Bitmap that's backing it up
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 * <li> Apply some effects
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 * <li> Draw it!
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 * </ul>
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 * <p>
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 * The effects we can apply fall into three general categories:
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 * <ul>
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 * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
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 * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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 *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
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 * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
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 * </ul>
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 * <p>
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 * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
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 * DistortedObjects currently created by the application so that we can implement the 'mark for
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 * deletion now - actually delete on next render' thing.
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 * We need to be able to quickly retrieve an Object by its ID, thus a HashMap.
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 */
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public abstract class DistortedObject 
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  {
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  private static long mNextID =0;
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  private static HashMap<Long,DistortedObject> mObjects = new HashMap<>();
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  private EffectQueueMatrix    mM;
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  private EffectQueueFragment  mF;
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  private EffectQueueVertex    mV;
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  private boolean matrixCloned, vertexCloned, fragmentCloned;
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  private long mID;
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  private int mSizeX, mSizeY, mSizeZ; // in screen space
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  protected DistortedObjectGrid mGrid = null;
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  private Bitmap[] mBmp= null; //
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  int[] mTextureDataH;         // have to be shared among all the cloned Objects
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  boolean[] mBitmapSet;        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have to flip vertically every single Bitmap that we get fed with.
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//
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// Reason: textures read from files are the only objects in OpenGL which have their origins at the
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// upper-left corner. Everywhere else the origin is in the lower-left corner. Thus we have to flip.
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// The alternative solution, namely inverting the y-coordinate of the TexCoord does not really work-
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// i.e. it works only in case of rendering directly to the screen, but if we render to an FBO and
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// then take the FBO and render to screen, (DistortedNode does so!) things get inverted as textures
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// created from FBO have their origins in the lower-left... Mindfuck!
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  private static Bitmap flipBitmap(Bitmap src)
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    {
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    Matrix matrix = new Matrix();
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    matrix.preScale(1.0f,-1.0f);
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    return Bitmap.createBitmap(src,0,0,src.getWidth(),src.getHeight(), matrix,true);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected abstract DistortedObject deepCopy(int flags);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected void initializeData(int x, int y, int z)
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    {
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    mSizeX= x;
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    mSizeY= y;
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    mSizeZ= z;
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    mID = mNextID++;
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    mObjects.put(mID,this);
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    mTextureDataH   = new int[1];
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    mTextureDataH[0]= 0;
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    mBmp            = new Bitmap[1];
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    mBmp[0]         = null;
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    mBitmapSet      = new boolean[1];
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    mBitmapSet[0]   = false;
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    initializeEffectLists(this,0);
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    if( Distorted.isInitialized() ) resetTexture();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeEffectLists(DistortedObject d, int flags)
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    {
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    if( (flags & Distorted.CLONE_MATRIX) != 0 )
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      {
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      mM = d.mM;
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      matrixCloned = true;
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      }
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    else
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      {
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      mM = new EffectQueueMatrix(d);
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      matrixCloned = false;
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      }
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    if( (flags & Distorted.CLONE_VERTEX) != 0 )
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      {
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      mV = d.mV;
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      vertexCloned = true;
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      }
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    else
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      {
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      mV = new EffectQueueVertex(d);
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      vertexCloned = false;
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      }
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    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
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      {
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      mF = d.mF;
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      fragmentCloned = true;
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      }
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    else
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      {
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      mF = new EffectQueueFragment(d);
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      fragmentCloned = false;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this will be called on startup and every time OpenGL context has been lost
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// also call this from the constructor if the OpenGL context has been created already.
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  private void resetTexture()
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    {
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    if( mTextureDataH!=null )
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      {
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      if( mTextureDataH[0]==0 ) GLES20.glGenTextures(1, mTextureDataH, 0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE );
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      GLES20.glTexParameteri ( GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE );
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      if( mBmp!=null && mBmp[0]!=null)
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        {
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        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(mBmp[0]), 0);
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        mBmp[0] = null;
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawPriv(long currTime, DistortedFramebuffer df)
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    {
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    DistortedFramebuffer.deleteAllMarked();
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.compute(currTime);
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    mM.send(df);
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    mV.compute(currTime);
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    mV.send();
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    mF.compute(currTime);
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    mF.send();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void drawNoEffectsPriv(DistortedFramebuffer df)
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    {
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    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
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    mM.sendZero(df);
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    mV.sendZero();
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    mF.sendZero();
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    mGrid.draw();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void releasePriv()
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    {
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    if( !matrixCloned  ) mM.abortAll(false);
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    if( !vertexCloned  ) mV.abortAll(false);
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    if( !fragmentCloned) mF.abortAll(false);
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    mBmp          = null;
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    mGrid         = null;
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    mM            = null;
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    mV            = null;
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    mF            = null;
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    mTextureDataH = null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  long getBitmapID()
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    {
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    return mBmp==null ? 0 : mBmp.hashCode();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void reset()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).resetTexture();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static synchronized void release()
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    {
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    for(long id: mObjects.keySet())
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      {
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      mObjects.get(id).releasePriv();
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      }
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    mObjects.clear();
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    mNextID = 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Default empty constructor so that derived classes can call it
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 */
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  public DistortedObject()
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    {
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Copy constructor used to create a DistortedObject based on various parts of another object.
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 * <p>
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 * Whatever we do not clone gets created just like in the default constructor.
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 * We only call this from the descendant's classes' constructors where we have to pay attention
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 * to give it the appropriate type of a DistortedObject!
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 *
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 * @param dc    Source object to create our object from
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 * @param flags A bitmask of values specifying what to copy.
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 *              For example, CLONE_BITMAP | CLONE_MATRIX.
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 */
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  public DistortedObject(DistortedObject dc, int flags)
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    {
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    initializeEffectLists(dc,flags);
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    mID = mNextID++;
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    mObjects.put(mID,this);
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    mSizeX = dc.mSizeX;
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    mSizeY = dc.mSizeY;
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    mSizeZ = dc.mSizeZ;
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    mGrid  = dc.mGrid;
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    if( (flags & Distorted.CLONE_BITMAP) != 0 )
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      {
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      mTextureDataH = dc.mTextureDataH;
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      mBmp          = dc.mBmp;
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      mBitmapSet    = dc.mBitmapSet;
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      }
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    else
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      {
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      mTextureDataH   = new int[1];
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      mTextureDataH[0]= 0;
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      mBitmapSet      = new boolean[1];
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      mBitmapSet[0]   = false;
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      mBmp            = new Bitmap[1];
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      mBmp[0]         = null;
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      if( Distorted.isInitialized() ) resetTexture();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Draw the DistortedObject to the location specified by current Matrix effects.    
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 *     
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 * @param currTime current time, in milliseconds, as returned by System.currentTimeMillis().
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 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
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 *        Object.
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 */
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  public void draw(long currTime)
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    {
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    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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    GLES20.glUniform1i(Distorted.mTextureUniformH, 0);
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    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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    drawPriv(currTime, Distorted.mFramebuffer);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Releases all resources.
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 */
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  public synchronized void delete()
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    {
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    releasePriv();
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    mObjects.remove(this);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Sets the underlying android.graphics.Bitmap object and uploads it to the GPU. 
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 * <p>
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 * You can only recycle() the passed Bitmap once the OpenGL context gets created (i.e. after call 
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 * to onSurfaceCreated) because only after this point can the Library upload it to the GPU!
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 * 
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 * @param bmp The android.graphics.Bitmap object to apply effects to and display.
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 */
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  public void setBitmap(Bitmap bmp)
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    {
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    mBitmapSet[0] = true;
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    if( Distorted.isInitialized() )
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      {
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      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataH[0]);
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      GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, flipBitmap(bmp), 0);
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      }
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    else
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      {
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      mBmp[0] = bmp;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Adds the calling class to the list of Listeners that get notified each time some event happens 
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 * to one of the Effects that are currently applied to the DistortedObject.
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 * 
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 * @param el A class implementing the EffectListener interface that wants to get notifications.
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 */
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  public void addEventListener(EffectListener el)
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    {
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    mV.addListener(el);
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    mF.addListener(el);
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    mM.addListener(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Removes the calling class from the list of Listeners.
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 * 
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 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
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 */
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  public void removeEventListener(EffectListener el)
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    {
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    mV.removeListener(el);
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    mF.removeListener(el);
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    mM.removeListener(el);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the height of the DistortedObject.
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 *    
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 * @return height of the object, in pixels.
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 */
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  public int getWidth()
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     {
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     return mSizeX;   
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the width of the DistortedObject.
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 * 
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 * @return width of the Object, in pixels.
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 */
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  public int getHeight()
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      {
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      return mSizeY;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns the depth of the DistortedObject.
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 * 
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 * @return depth of the Object, in pixels.
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 */
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  public int getDepth()
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      {
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      return mSizeZ;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Returns unique ID of this instance.
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 * 
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 * @return ID of the object.
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 */
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  public long getID()
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      {
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      return mID;  
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects.
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 * @return Number of effects aborted.
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 */
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  public int abortAllEffects()
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      {
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      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts all Effects of a given type, for example all MATRIX Effects.
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 * 
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 * @param type one of the constants defined in {@link EffectTypes}
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 * @return Number of effects aborted.
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 */
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  public int abortEffects(EffectTypes type)
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    {
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    switch(type)
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      {
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      case MATRIX  : return mM.abortAll(true);
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      case VERTEX  : return mV.abortAll(true);
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      case FRAGMENT: return mF.abortAll(true);
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      default      : return 0;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Aborts a single Effect.
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 * 
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 * @param id ID of the Effect we want to abort.
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 * @return number of Effects aborted. Always either 0 or 1.
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 */
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  public int abortEffect(long id)
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    {
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    int type = (int)(id&EffectTypes.MASK);
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    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
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    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abort all Effects of a given name, for example all rotations.
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 * 
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 * @param name one of the constants defined in {@link EffectNames}
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 * @return number of Effects aborted.
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 */
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  public int abortEffects(EffectNames name)
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    {
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    switch(name.getType())
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      {
501 d425545a Leszek Koltunski
      case MATRIX  : return mM.removeByType(name);
502
      case VERTEX  : return mV.removeByType(name);
503
      case FRAGMENT: return mF.removeByType(name);
504
      default      : return 0;
505 6a06a912 Leszek Koltunski
      }
506 d425545a Leszek Koltunski
    }
507 6a06a912 Leszek Koltunski
    
508
///////////////////////////////////////////////////////////////////////////////////////////////////
509
/**
510
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
511
 * 
512
 * @param id Effect ID we want to print info about
513
 * @return <code>true</code> if a single Effect of type effectType has been found.
514
 */
515
    
516 d425545a Leszek Koltunski
  public boolean printEffect(long id)
517
    {
518
    int type = (int)(id&EffectTypes.MASK);
519 1e438fc7 Leszek Koltunski
520 d425545a Leszek Koltunski
    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
521
    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
522
    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
523 1e438fc7 Leszek Koltunski
524 d425545a Leszek Koltunski
    return false;
525
    }
526 6a06a912 Leszek Koltunski
   
527
///////////////////////////////////////////////////////////////////////////////////////////////////   
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529
// Individual effect functions.
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531
// Matrix-based effects
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533
/**
534 e8c81a8e Leszek Koltunski
 * Moves the Object by a (possibly changing in time) vector.
535 6a06a912 Leszek Koltunski
 * 
536 568b29d8 Leszek Koltunski
 * @param vector 3-dimensional Data which at any given time will return a Static3D
537 e0a16874 Leszek Koltunski
 *               representing the current coordinates of the vector we want to move the Object with.
538
 * @return       ID of the effect added, or -1 if we failed to add one.
539 6a06a912 Leszek Koltunski
 */
540 568b29d8 Leszek Koltunski
  public long move(Data3D vector)
541 6a06a912 Leszek Koltunski
    {   
542 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.MOVE,vector);
543 6a06a912 Leszek Koltunski
    }
544
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
/**
547 e8c81a8e Leszek Koltunski
 * Scales the Object by (possibly changing in time) 3D scale factors.
548 6a06a912 Leszek Koltunski
 * 
549 568b29d8 Leszek Koltunski
 * @param scale 3-dimensional Dynamic which at any given time returns a Static3D
550 e0a16874 Leszek Koltunski
 *              representing the current x- , y- and z- scale factors.
551
 * @return      ID of the effect added, or -1 if we failed to add one.
552 6a06a912 Leszek Koltunski
 */
553 568b29d8 Leszek Koltunski
  public long scale(Data3D scale)
554 6a06a912 Leszek Koltunski
    {   
555 e0a16874 Leszek Koltunski
    return mM.add(EffectNames.SCALE,scale);
556 6a06a912 Leszek Koltunski
    }
557
558 2fce34f4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560 e8c81a8e Leszek Koltunski
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
561 2fce34f4 Leszek Koltunski
 *
562
 * @param scale The factor to scale all 3 dimensions with.
563
 * @return      ID of the effect added, or -1 if we failed to add one.
564
 */
565 d425545a Leszek Koltunski
  public long scale(float scale)
566
    {
567
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
568
    }
569 2fce34f4 Leszek Koltunski
570 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
571
/**
572 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
573
 * Static axis of rotation is given by the last parameter.
574
 *
575 9351ad55 Leszek Koltunski
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
576 568b29d8 Leszek Koltunski
 * @param axis   Axis of rotation
577 0df17fad Leszek Koltunski
 * @param center Coordinates of the Point we are rotating around.
578 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
579
 */
580 0df17fad Leszek Koltunski
  public long rotate(Data1D angle, Static3D axis, Data3D center )
581 6a06a912 Leszek Koltunski
    {   
582 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angle, axis, center);
583 6a06a912 Leszek Koltunski
    }
584
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587 568b29d8 Leszek Koltunski
 * Rotates the Object by 'angle' degrees around the center.
588 2fce34f4 Leszek Koltunski
 * Here both angle and axis can dynamically change.
589 568b29d8 Leszek Koltunski
 *
590
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
591 0df17fad Leszek Koltunski
 * @param center    Coordinates of the Point we are rotating around.
592 568b29d8 Leszek Koltunski
 * @return          ID of the effect added, or -1 if we failed to add one.
593 e0a16874 Leszek Koltunski
 */
594 0df17fad Leszek Koltunski
  public long rotate(Data4D angleaxis, Data3D center)
595 568b29d8 Leszek Koltunski
    {
596 0df17fad Leszek Koltunski
    return mM.add(EffectNames.ROTATE, angleaxis, center);
597 6a06a912 Leszek Koltunski
    }
598
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600
/**
601 568b29d8 Leszek Koltunski
 * Rotates the Object by quaternion.
602 0df17fad Leszek Koltunski
 *
603 568b29d8 Leszek Koltunski
 * @param quaternion The quaternion describing the rotation.
604 0df17fad Leszek Koltunski
 * @param center     Coordinates of the Point we are rotating around.
605 568b29d8 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
606 6a06a912 Leszek Koltunski
 */
607 0df17fad Leszek Koltunski
  public long quaternion(Data4D quaternion, Data3D center )
608 568b29d8 Leszek Koltunski
    {
609 0df17fad Leszek Koltunski
    return mM.add(EffectNames.QUATERNION,quaternion,center);
610 6a06a912 Leszek Koltunski
    }
611
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613
/**
614 568b29d8 Leszek Koltunski
 * Shears the Object.
615 6a06a912 Leszek Koltunski
 *
616 8c3cdec5 Leszek Koltunski
 * @param shear   The 3-tuple of shear factors. The first controls level
617
 *                of shearing in the X-axis, second - Y-axis and the third -
618
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
619
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
620 0df17fad Leszek Koltunski
 * @param center  Center of shearing, i.e. the point which stays unmoved.
621 e0a16874 Leszek Koltunski
 * @return        ID of the effect added, or -1 if we failed to add one.
622 6a06a912 Leszek Koltunski
 */
623 0df17fad Leszek Koltunski
  public long shear(Data3D shear, Data3D center)
624 6a06a912 Leszek Koltunski
    {
625 0df17fad Leszek Koltunski
    return mM.add(EffectNames.SHEAR, shear, center);
626 6a06a912 Leszek Koltunski
    }
627
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629
// Fragment-based effects  
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631
/**
632 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
633 6a06a912 Leszek Koltunski
 *        
634 2fce34f4 Leszek Koltunski
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
635 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
636
 *               Valid range: <0,1>
637 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
638 2fce34f4 Leszek Koltunski
 * @param region Region this Effect is limited to.
639
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
640
 * @return       ID of the effect added, or -1 if we failed to add one.
641 6a06a912 Leszek Koltunski
 */
642 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
643 6a06a912 Leszek Koltunski
    {
644 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
645 6a06a912 Leszek Koltunski
    }
646
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
/**
649 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change all three of its RGB components.
650
 *
651
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
652 e4878781 Leszek Koltunski
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
653
 *               Valid range: <0,1>
654 b1e91f2c Leszek Koltunski
 * @param color  Color to mix. (1,0,0) is RED.
655 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
656 6a06a912 Leszek Koltunski
 */
657 8c893ffc Leszek Koltunski
  public long chroma(Data1D blend, Data3D color)
658 6a06a912 Leszek Koltunski
    {
659 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CHROMA, blend, color);
660 6a06a912 Leszek Koltunski
    }
661
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663
/**
664 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its transparency level.
665 6a06a912 Leszek Koltunski
 *        
666 2fce34f4 Leszek Koltunski
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
667 e4878781 Leszek Koltunski
 *               moment: pixel.a *= alpha.
668
 *               Valid range: <0,1>
669 d7bbef2f Leszek Koltunski
 * @param region Region this Effect is limited to. 
670 2fce34f4 Leszek Koltunski
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
671 d7bbef2f Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one. 
672 6a06a912 Leszek Koltunski
 */
673 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
674 6a06a912 Leszek Koltunski
    {
675 2fce34f4 Leszek Koltunski
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
676 6a06a912 Leszek Koltunski
    }
677
678
///////////////////////////////////////////////////////////////////////////////////////////////////
679
/**
680 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its transparency level.
681
 *
682
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
683 e4878781 Leszek Koltunski
 *               given moment: pixel.a *= alpha.
684
 *               Valid range: <0,1>
685 2fce34f4 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
686 6a06a912 Leszek Koltunski
 */
687 2fce34f4 Leszek Koltunski
  public long alpha(Data1D alpha)
688 6a06a912 Leszek Koltunski
    {
689 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.ALPHA, alpha);
690 6a06a912 Leszek Koltunski
    }
691
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
/**
694 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its brightness level.
695 6a06a912 Leszek Koltunski
 *        
696 2fce34f4 Leszek Koltunski
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
697 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
698 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
699 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
700 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
701 6a06a912 Leszek Koltunski
 */
702 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
703 6a06a912 Leszek Koltunski
    {
704 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
705 6a06a912 Leszek Koltunski
    }
706
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708
/**
709 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its brightness level.
710
 *
711
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
712 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
713 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
714 6a06a912 Leszek Koltunski
 */
715 2fce34f4 Leszek Koltunski
  public long brightness(Data1D brightness)
716 6a06a912 Leszek Koltunski
    {
717 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.BRIGHTNESS, brightness);
718 6a06a912 Leszek Koltunski
    }
719
720
///////////////////////////////////////////////////////////////////////////////////////////////////
721
/**
722 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its contrast level.
723 6a06a912 Leszek Koltunski
 *        
724 2fce34f4 Leszek Koltunski
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
725 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
726 e0a16874 Leszek Koltunski
 * @param region   Region this Effect is limited to.
727 2fce34f4 Leszek Koltunski
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
728 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
729 6a06a912 Leszek Koltunski
 */
730 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
731 6a06a912 Leszek Koltunski
    {
732 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
733 6a06a912 Leszek Koltunski
    }
734
735
///////////////////////////////////////////////////////////////////////////////////////////////////
736
/**
737 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its contrast level.
738
 *
739
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
740 e4878781 Leszek Koltunski
 *                 at any given moment. Valid range: <0,infinity)
741 e0a16874 Leszek Koltunski
 * @return         ID of the effect added, or -1 if we failed to add one.
742 6a06a912 Leszek Koltunski
 */
743 2fce34f4 Leszek Koltunski
  public long contrast(Data1D contrast)
744 6a06a912 Leszek Koltunski
    {
745 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.CONTRAST, contrast);
746 6a06a912 Leszek Koltunski
    }
747
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749
/**
750 e0a16874 Leszek Koltunski
 * Makes a certain sub-region of the Object smoothly change its saturation level.
751 6a06a912 Leszek Koltunski
 *        
752 2fce34f4 Leszek Koltunski
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
753 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
754 e0a16874 Leszek Koltunski
 * @param region     Region this Effect is limited to.
755 2fce34f4 Leszek Koltunski
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
756 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
757 6a06a912 Leszek Koltunski
 */
758 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
759 6a06a912 Leszek Koltunski
    {
760 2fce34f4 Leszek Koltunski
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
761 6a06a912 Leszek Koltunski
    }
762
763
///////////////////////////////////////////////////////////////////////////////////////////////////
764
/**
765 2fce34f4 Leszek Koltunski
 * Makes the whole Object smoothly change its saturation level.
766
 *
767
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
768 e4878781 Leszek Koltunski
 *                   at any given moment. Valid range: <0,infinity)
769 e0a16874 Leszek Koltunski
 * @return           ID of the effect added, or -1 if we failed to add one.
770 6a06a912 Leszek Koltunski
 */
771 2fce34f4 Leszek Koltunski
  public long saturation(Data1D saturation)
772 6a06a912 Leszek Koltunski
    {
773 2fce34f4 Leszek Koltunski
    return mF.add(EffectNames.SATURATION, saturation);
774 6a06a912 Leszek Koltunski
    }
775
776
///////////////////////////////////////////////////////////////////////////////////////////////////
777
// Vertex-based effects  
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779
/**
780 e0a16874 Leszek Koltunski
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
781 f2fe7e28 Leszek Koltunski
 *
782
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
783
 *               currently being dragged with.
784 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
785 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
786
 * @return       ID of the effect added, or -1 if we failed to add one.
787 6a06a912 Leszek Koltunski
 */
788 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center, Data4D region)
789 6a06a912 Leszek Koltunski
    {  
790 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, region);
791 6a06a912 Leszek Koltunski
    }
792
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794
/**
795 e0a16874 Leszek Koltunski
 * Distort the whole Object by a (possibly changing in time) vector of force.
796 f2fe7e28 Leszek Koltunski
 *
797
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
798
 *               currently being dragged with.
799 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
800 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
801 6a06a912 Leszek Koltunski
 */
802 fa6c352d Leszek Koltunski
  public long distort(Data3D vector, Data3D center)
803 d425545a Leszek Koltunski
    {
804 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DISTORT, vector, center, null);
805 d425545a Leszek Koltunski
    }
806 6a06a912 Leszek Koltunski
807 6ebdbbf1 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
808
/**
809
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
810
 * a (possibly changing in time) point on the Object.
811
 *
812
 * @param vector Vector of force that deforms the shape of the whole Object.
813
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
814
 * @param region Region that masks the Effect.
815
 * @return       ID of the effect added, or -1 if we failed to add one.
816
 */
817
  public long deform(Data3D vector, Data3D center, Data4D region)
818
    {
819
    return mV.add(EffectNames.DEFORM, vector, center, region);
820
    }
821
822 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
823
/**
824 e0a16874 Leszek Koltunski
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
825 9351ad55 Leszek Koltunski
 * a (possibly changing in time) point on the Object.
826 6a06a912 Leszek Koltunski
 *     
827 f2fe7e28 Leszek Koltunski
 * @param vector Vector of force that deforms the shape of the whole Object.
828 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
829 e0a16874 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
830 6a06a912 Leszek Koltunski
 */
831 fa6c352d Leszek Koltunski
  public long deform(Data3D vector, Data3D center)
832 6a06a912 Leszek Koltunski
    {  
833 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.DEFORM, vector, center, null);
834 6a06a912 Leszek Koltunski
    }
835
836
///////////////////////////////////////////////////////////////////////////////////////////////////  
837
/**
838 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
839 6a06a912 Leszek Koltunski
 * away from the center (degree<=1)
840 f2fe7e28 Leszek Koltunski
 *
841
 * @param sink   The current degree of the Effect.
842 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
843 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
844
 * @return       ID of the effect added, or -1 if we failed to add one.
845 6a06a912 Leszek Koltunski
 */
846 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center, Data4D region)
847 6a06a912 Leszek Koltunski
    {
848 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SINK, sink, center, region);
849 6a06a912 Leszek Koltunski
    }
850
851
///////////////////////////////////////////////////////////////////////////////////////////////////
852
/**
853 f2fe7e28 Leszek Koltunski
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
854
 * away from the center (degree<=1)
855
 *
856
 * @param sink   The current degree of the Effect.
857 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
858 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
859 6a06a912 Leszek Koltunski
 */
860 fa6c352d Leszek Koltunski
  public long sink(Data1D sink, Data3D center)
861 d425545a Leszek Koltunski
    {
862
    return mV.add(EffectNames.SINK, sink, center);
863
    }
864 6a06a912 Leszek Koltunski
865 82ee855a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
866
/**
867
 * Pull all points around the center of the Effect towards a line passing through the center
868
 * (that's if degree>=1) or push them away from the line (degree<=1)
869
 *
870
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
871
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
872
 * @param region Region that masks the Effect.
873
 * @return       ID of the effect added, or -1 if we failed to add one.
874
 */
875
  public long pinch(Data2D pinch, Data3D center, Data4D region)
876
    {
877
    return mV.add(EffectNames.PINCH, pinch, center, region);
878
    }
879
880
///////////////////////////////////////////////////////////////////////////////////////////////////
881
/**
882
 * Pull all points around the center of the Effect towards a line passing through the center
883
 * (that's if degree>=1) or push them away from the line (degree<=1)
884
 *
885
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
886
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
887
 * @return       ID of the effect added, or -1 if we failed to add one.
888
 */
889
  public long pinch(Data2D pinch, Data3D center)
890
    {
891
    return mV.add(EffectNames.PINCH, pinch, center);
892
    }
893
894 6a06a912 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////  
895
/**
896 f2fe7e28 Leszek Koltunski
 * Rotate part of the Object around the Center of the Effect by a certain angle.
897
 *
898 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
899 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
900 f2fe7e28 Leszek Koltunski
 * @param region Region that masks the Effect.
901
 * @return       ID of the effect added, or -1 if we failed to add one.
902 6a06a912 Leszek Koltunski
 */
903 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center, Data4D region)
904 6a06a912 Leszek Koltunski
    {    
905 f2fe7e28 Leszek Koltunski
    return mV.add(EffectNames.SWIRL, swirl, center, region);
906 6a06a912 Leszek Koltunski
    }
907
908
///////////////////////////////////////////////////////////////////////////////////////////////////
909
/**
910 f2fe7e28 Leszek Koltunski
 * Rotate the whole Object around the Center of the Effect by a certain angle.
911
 *
912 4fde55a0 Leszek Koltunski
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
913 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
914 f2fe7e28 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
915 6a06a912 Leszek Koltunski
 */
916 fa6c352d Leszek Koltunski
  public long swirl(Data1D swirl, Data3D center)
917 d425545a Leszek Koltunski
    {
918
    return mV.add(EffectNames.SWIRL, swirl, center);
919
    }
920 4fde55a0 Leszek Koltunski
921
///////////////////////////////////////////////////////////////////////////////////////////////////
922
/**
923
 * Directional, sinusoidal wave effect.
924
 *
925 350cc2f5 Leszek Koltunski
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
926 ea16dc89 Leszek Koltunski
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
927 350cc2f5 Leszek Koltunski
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
928
 *               describe the 'direction' of the wave.
929 3695d6fa Leszek Koltunski
 *               <p>
930 d0c902b8 Leszek Koltunski
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
931
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
932
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
933
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
934 3695d6fa Leszek Koltunski
 *               <p>
935
 *               <p>
936 d0c902b8 Leszek Koltunski
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
937
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
938
 *               will be sine shapes.
939 3695d6fa Leszek Koltunski
 *               <p>
940 d0c902b8 Leszek Koltunski
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
941
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
942
 *               YZ-plane with be sine shapes.
943 3695d6fa Leszek Koltunski
 *               <p>
944 d0c902b8 Leszek Koltunski
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
945 350cc2f5 Leszek Koltunski
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
946
 *               value if sin at this point.
947 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
948 4fde55a0 Leszek Koltunski
 * @return       ID of the effect added, or -1 if we failed to add one.
949
 */
950 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center)
951 4fde55a0 Leszek Koltunski
    {
952 02ef26bc Leszek Koltunski
    return mV.add(EffectNames.WAVE, wave, center, null);
953 4fde55a0 Leszek Koltunski
    }
954
955
///////////////////////////////////////////////////////////////////////////////////////////////////
956
/**
957
 * Directional, sinusoidal wave effect.
958
 *
959 3d590d8d Leszek Koltunski
 * @param wave   see {@link DistortedObject#wave(Data5D,Data3D)}
960 fa6c352d Leszek Koltunski
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
961 4fde55a0 Leszek Koltunski
 * @param region Region that masks the Effect.
962
 * @return       ID of the effect added, or -1 if we failed to add one.
963
 */
964 fa6c352d Leszek Koltunski
  public long wave(Data5D wave, Data3D center, Data4D region)
965 4fde55a0 Leszek Koltunski
    {
966
    return mV.add(EffectNames.WAVE, wave, center, region);
967
    }
968 f2fe7e28 Leszek Koltunski
  }