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Revision d7bbef2f

Added by Distorted Admin almost 8 years ago

Fix javadoc errors

View differences:

src/main/java/org/distorted/library/DistortedObject.java
374 374
/**
375 375
 * Moves the Object by a vector that changes in time as interpolated by the Interpolator.
376 376
 * 
377
 * @param di a 3-dimensional Interpolator which at any given time will return a Float3D
377
 * @param di 3-dimensional Interpolator which at any given time will return a Float3D
378 378
 *           representing the current coordinates of the vector we want to move the Object with.
379
 * @return ID of the effect added, or -1 if we failed to add one. 
379
 * @return   ID of the effect added, or -1 if we failed to add one. 
380 380
 */
381 381
  public long move(Interpolator3D di)
382 382
    {   
......
387 387
/**
388 388
 * Moves the Bitmap by a vector that smoothly changes from (0,0,0) to (x,y,z).
389 389
 *  
390
 * @param x The x-coordinate of the vector we want to move the Object with. 
391
 * @param y The y-coordinate of the vector we want to move the Object with.
392
 * @param z The z-coordinate of the vector we want to move the Object with.
390
 * @param x        The x-coordinate of the vector we want to move the Object with. 
391
 * @param y        The y-coordinate of the vector we want to move the Object with.
392
 * @param z        The z-coordinate of the vector we want to move the Object with.
393 393
 * @param duration The time, in milliseconds, it takes to complete the movement.
394
 * @return ID of the effect added, or -1 if we failed to add one. 
394
 * @return         ID of the effect added, or -1 if we failed to add one. 
395 395
 */
396 396
  public long move(float x,float y,float z, int duration)
397 397
    {   
......
411 411
 * @param x The x-coordinate of the vector we want to move the Object with. 
412 412
 * @param y The y-coordinate of the vector we want to move the Object with.
413 413
 * @param z The z-coordinate of the vector we want to move the Object with.
414
 * @return ID of the effect added, or -1 if we failed to add one. 
414
 * @return  ID of the effect added, or -1 if we failed to add one. 
415 415
 */
416 416
  public long move(float x,float y,float z)
417 417
    {   
......
423 423
/**
424 424
 * Scales the Object by factors that change in time as returned by the Interpolator.
425 425
 * 
426
 * @param di a 3-dimensional Interpolator which at any given time returns a Float3D
426
 * @param di 3-dimensional Interpolator which at any given time returns a Float3D
427 427
 *           representing the current x- , y- and z- scale factors.
428
 * @return ID of the effect added, or -1 if we failed to add one. 
428
 * @return   ID of the effect added, or -1 if we failed to add one. 
429 429
 */
430 430
  public long scale(Interpolator3D di)
431 431
    {   
......
437 437
 * Scales the Object by a factor that smoothly changes from (1,1,1) at time 0 to (xscale,yscale,zscale)
438 438
 * after 'duration' milliseconds. 
439 439
 *    
440
 * @param xscale After time 'duration' passes, Bitmap's width will get multiplied by xscale; e.g. if 
441
 *               xscale=2, after 'duration' milliseconds the Object will become twice broader.
442
 * @param yscale factor to scale Object's height with.
443
 * @param zscale factor to scale Object's depth with.
440
 * @param xscale   After time 'duration' passes, Bitmap's width will get multiplied by xscale; e.g. if 
441
 *                 xscale=2, after 'duration' milliseconds the Object will become twice broader.
442
 * @param yscale   Factor to scale Object's height with.
443
 * @param zscale   Factor to scale Object's depth with.
444 444
 * @param duration Time, in milliseconds, it takes to interpolate to the full (xscale,yscale,zscale) scaling factors.
445
 * @return ID of the effect added, or -1 if we failed to add one. 
445
 * @return         ID of the effect added, or -1 if we failed to add one. 
446 446
 */
447 447
  public long scale(float xscale,float yscale,float zscale, int duration)
448 448
    {   
......
463 463
 *               xscale=2, the Object immediately becomes twice broader.
464 464
 * @param yscale factor to scale Object's height with.
465 465
 * @param zscale factor to scale Object's depth with. 
466
 * @return ID of the effect added, or -1 if we failed to add one. 
466
 * @return       ID of the effect added, or -1 if we failed to add one. 
467 467
 */
468 468
  public long scale(float xscale,float yscale,float zscale)
469 469
    {   
......
474 474
/**
475 475
 * Convenience function - scale the Object by the same factor in all 3 dimensions.   
476 476
 *   
477
 * @param scale all 3 Object's dimensions gets multiplied by this factor; e.g. if 
477
 * @param scale all 3 Object's dimensions get multiplied by this factor; e.g. if 
478 478
 *              scale=2, the Object immediately becomes twice larger.
479
 * @return ID of the effect added, or -1 if we failed to add one. 
479
 * @return      ID of the effect added, or -1 if we failed to add one. 
480 480
 */
481 481
  public long scale(float scale)
482 482
    {   
......
492 492
 *          the rotation
493 493
 * @param v 4-dimensional Interpolator which at any given time will return a Float4D
494 494
 *          representing the current rotation in the (angle,axisX,axisY,axisY) form. 
495
 * @return ID of the effect added, or -1 if we failed to add one. 
495
 * @return  ID of the effect added, or -1 if we failed to add one. 
496 496
 */
497 497
  public long rotate(Interpolator3D i, Interpolator4D v)
498 498
    {   
......
503 503
/**
504 504
 * Rotates the Object around a static point, with angle and axis that change in time.
505 505
 * 
506
 * @param p the center of the rotation
507
 * @param v 4-dimensional Interpolator which at any given time will return a Float4D
508
 *          representing the current rotation in the (angle,axisX,axisY,axisY) form. 
509
 * @return ID of the effect added, or -1 if we failed to add one. 
506
 * @param point Center of the rotation
507
 * @param v     4-dimensional Interpolator which at any given time will return a Float4D
508
 *              representing the current rotation in the (angle,axisX,axisY,axisY) form. 
509
 * @return      ID of the effect added, or -1 if we failed to add one. 
510 510
 */
511 511
  public long rotate(Float3D point, Interpolator4D v)
512 512
    {   
......
515 515
  
516 516
///////////////////////////////////////////////////////////////////////////////////////////////////  
517 517
/**
518
 * Rotates the Object around a static point, with angle that changes in time.
518
 * Rotates the Object around a static point, with angle that changes in time, around axis 
519
 * (axisX, axisY, axisZ). 
519 520
 * 
520
 * @param p the center of the rotation
521
 * @param v 1-dimensional Interpolator which at any given time will return the current rotation 
522
 *          angle.
523
 * @param (axisX, axisY, axisZ) the rotation vector          
524
 * @return ID of the effect added, or -1 if we failed to add one. 
521
 * @param point Center of the rotation
522
 * @param v     1-dimensional Interpolator which at any given time will return the current rotation 
523
 *              angle.
524
 * @param axisX Rotation vector: x-coordinate
525
 * @param axisY Rotation vector: y-coordinate         
526
 * @param axisZ Rotation vector: z-coordinate         
527
 * @return      ID of the effect added, or -1 if we failed to add one. 
525 528
 */
526 529
  public long rotate(Float3D point, Interpolator1D v, float axisX, float axisY, float axisZ)
527 530
    {   
......
536 539
 * @param i 3-dimensional Interpolator which at any given time will return the current center
537 540
 *          of the rotation.
538 541
 * @param a 1-dimensional Interpolator which returns the current rotation angle.         
539
 * @return ID of the effect added, or -1 if we failed to add one. 
542
 * @return  ID of the effect added, or -1 if we failed to add one. 
540 543
 */
541 544
  public long rotate(Interpolator3D i, Interpolator1D a)
542 545
    {   
......
548 551
 * Rotates the Object around a constant point, with angle that changes in time.  
549 552
 * Axis of rotation is the vector (0,0,1), i.e. a vector normal to the screen surface.
550 553
 *   
551
 * @param p Coordinates of the Point we are rotating around.
552
 * @param angle The angle, in degrees, that we want to rotate the Bitmap to.
554
 * @param point    Coordinates of the Point we are rotating around.
555
 * @param angle    Angle that we want to rotate the Bitmap to. Unit: degrees
553 556
 * @param duration Time, in milliseconds, it takes to complete one rotation from 0 to 'angle' degrees.
554
 * @return ID of the effect added, or -1 if we failed to add one. 
557
 * @return         ID of the effect added, or -1 if we failed to add one. 
555 558
 */
556 559
  public long rotate(Float3D point, int angle, int duration)
557 560
    {   
......
569 572
 * Rotates the Object immediately by 'angle' degrees around point p.   
570 573
 * Axis of rotation is given by the last 3 floats.
571 574
 *   
572
 * @param p Coordinates of the Point we are rotating around.
573
 * @param angle The angle, in degrees, that we want to rotate the Bitmap to.
574
 * @param (axisX,axisY,axisZ) - axis of rotation.
575
 * @return ID of the effect added, or -1 if we failed to add one. 
575
 * @param point Coordinates of the Point we are rotating around.
576
 * @param angle Angle that we want to rotate the Bitmap to. Unit: degrees
577
 * @param axisX Axis of rotation: x-coordinate
578
 * @param axisY Axis of rotation: y-coordinate
579
 * @param axisZ Axis of rotation: z-coordinate
580
 * @return      ID of the effect added, or -1 if we failed to add one. 
576 581
 */
577 582
  public long rotate(Float3D point, float angle, float axisX, float axisY, float axisZ)
578 583
    {   
......
583 588
/**
584 589
 * Rotates the Object immediately by 'angle' degrees around point p.   
585 590
 *   
586
 * @param p      Coordinates of the Point we are rotating around.
587
 * @param angle  The angle, in degrees, that we want to rotate the Bitmap to.
591
 * @param point  Coordinates of the Point we are rotating around.
592
 * @param angle  The angle that we want to rotate the Bitmap to. Unit: degrees
588 593
 * @return       ID of the effect added, or -1 if we failed to add one. 
589 594
 */
590 595
  public long rotate(Float3D point, int angle)
......
597 602
/**
598 603
 * Rotates the Object immediately by quaternion (qX,qY,qZ,qW).
599 604
 *   
600
 * @param p Coordinates of the Point we are rotating around.
601
 * @param (qX,qY,qZ,qW) - the quaternion.
602
 * @return ID of the effect added, or -1 if we failed to add one. 
605
 * @param point Coordinates of the Point we are rotating around.
606
 * @param qX    Quaternion: x-coordinate
607
 * @param qY    Quaternion: y-coordinate
608
 * @param qZ    Quaternion: z-coordinate
609
 * @param qW    Quaternion: w-coordinate
610
 * @return      ID of the effect added, or -1 if we failed to add one. 
603 611
 */
604 612
  public long quaternion(Float3D point, float qX, float qY, float qZ, float qW)
605 613
    {   
......
610 618
/**
611 619
 * Rotates the Object by a quaternion that's at the moment returned by the InterpolatorQuat.
612 620
 *   
613
 * @param p Coordinates of the Point we are rotating around.
614
 * @param iq - Interpolator that's going to, at any given moment, return a quaternion.
615
 * @return ID of the effect added, or -1 if we failed to add one. 
621
 * @param point Coordinates of the Point we are rotating around.
622
 * @param iq    Interpolator that's going to, at any given moment, return a quaternion.
623
 * @return      ID of the effect added, or -1 if we failed to add one. 
616 624
 */
617 625
  public long quaternion(Float3D point, InterpolatorQuat iq)
618 626
    {   
......
623 631
/**
624 632
 * Rotates the Object around a moving point by a quaternion that's at the moment returned by the InterpolatorQuat.
625 633
 *   
626
 * @param i Interpolator that returns the current center of rotation.
634
 * @param i  Interpolator that returns the current center of rotation.
627 635
 * @param iq Interpolator that's going to, at any given moment, return a quaternion representing the current rotation.
628
 * @return ID of the effect added, or -1 if we failed to add one. 
636
 * @return   ID of the effect added, or -1 if we failed to add one. 
629 637
 */
630 638
  public long quaternion(Interpolator3D i, InterpolatorQuat iq)
631 639
    {   
......
638 646
 * Shears the Object. If the Interpolator is 1D, it will shear along the X-axis. 2D Interpolator adds
639 647
 * shearing along the Y-axis, 3D one along Z axis.
640 648
 *
641
 * @param p  Center of shearing, i.e. the point which stays unmoved. 
642
 * @param di 1- 2- or 3D Interpolator which, at any given point, returns the ordered 1-, 2- or 3-tuple 
643
 *           of shear factors.
644
 * @return   ID of the effect added, or -1 if we failed to add one. 
649
 * @param point  Center of shearing, i.e. the point which stays unmoved. 
650
 * @param di     1- 2- or 3D Interpolator which, at any given point, returns the ordered 1-, 2- 
651
 *               or 3-tuple of shear factors.
652
 * @return       ID of the effect added, or -1 if we failed to add one. 
645 653
 */
646 654
  public long shear(Float3D point, Interpolator di)
647 655
    {
......
652 660
/**
653 661
 * Shears the Object in 3D. Order: first X shearing, then Y, then Z.
654 662
 * 
655
 * @param p  Center of shearing, i.e. the point which stays unmoved. 
656
 * @param v  ordered 3-tuple (x-degree, y-degree, z-degree) of shearing (tangent of the angle with 
657
 *           which the X,Y and Z axis get slanted) 
658
 * @return   ID of the effect added, or -1 if we failed to add one. 
663
 * @param point  Center of shearing, i.e. the point which stays unmoved. 
664
 * @param vector ordered 3-tuple (x-degree, y-degree, z-degree) of shearing (tangent of the angle with 
665
 *               which the X,Y and Z axis get slanted) 
666
 * @return       ID of the effect added, or -1 if we failed to add one. 
659 667
 */
660 668
  public long shear(Float3D point, Float3D vector)
661 669
    {
......
676 684
 * Creates macroblocks at and around point defined by the Interpolator2D and the Region. 
677 685
 * Size of the macroblocks at any given time is returned by the Interpolator1D.
678 686
 * 
679
 * @param a a 1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
680
 * @param r The Region this Effect is limited to.
681
 *          Null here means 'apply the effect to the whole Bitmap'.
682
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
683
 *          current center of the effect.
684
 * @return ID of the effect added, or -1 if we failed to add one. 
687
 * @param a      1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
688
 * @param region Region this Effect is limited to.
689
 *               Null here means 'apply the effect to the whole Bitmap'.
690
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing the
691
 *               current center of the effect.
692
 * @return       ID of the effect added, or -1 if we failed to add one. 
685 693
 */
686 694
  public long macroblock(Interpolator1D a, Float4D region, Interpolator2D i)
687 695
    {
......
695 703
 * <p>
696 704
 * The difference between this and the previous method is that here the center of the Effect stays constant.
697 705
 *    
698
 * @param a a 1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
699
 * @param r The Region this Effect is limited to. 
700
 *          Null here means 'apply the effect to the whole Bitmap'.
701
 * @param p Center of the Effect.
702
 * @return ID of the effect added, or -1 if we failed to add one. 
706
 * @param a      1-dimensional Interpolator which, at any given time, returns the size of the macroblocks.
707
 * @param region Region this Effect is limited to. 
708
 *               Null here means 'apply the effect to the whole Bitmap'.
709
 * @param point  Center of the Effect.
710
 * @return       ID of the effect added, or -1 if we failed to add one. 
703 711
 */
704 712
  public long macroblock(Interpolator1D a, Float4D region, Float2D point)
705 713
    {
......
714 722
 * they are of (pixels X pixels) size; after 'duration' milliseconds there are again none (i.e. their
715 723
 * size is 1X1, i.e. 1 pixel).   
716 724
 * 
717
 * @param pixels The maximum size, in pixels, of the Macroblocks we want to see.
718
 * @param r The Region this Effect is limited to. 
719
 *          Null here means 'apply the effect to the whole Bitmap'.
720
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
721
 *          current center of the effect.
725
 * @param pixels   Maximum size, in pixels, of the Macroblocks we want to see.
726
 * @param region   Region this Effect is limited to. 
727
 *                 Null here means 'apply the effect to the whole Bitmap'.
728
 * @param i        2-dimensional Interpolator which, at any given time, returns a Float2D representing the
729
 *                 current center of the effect.
722 730
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
723
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
724
 * @return ID of the effect added, or -1 if we failed to add one. 
731
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
732
 * @return         ID of the effect added, or -1 if we failed to add one. 
725 733
 */
726 734
  public long macroblock(int pixels, Float4D region, Interpolator2D i, int duration, float count)
727 735
    {
......
744 752
 * <p>
745 753
 * The difference between this and the previous method is that here the center of the Effect stays constant.
746 754
 *    
747
 * @param pixels The maximum size, in pixels, of the Macroblocks we want to see.
748
 * @param r The Region this Effect is limited to. 
749
 *          Null here means 'apply the effect to the whole Bitmap'.
750
 * @param p Center of the Effect.
755
 * @param pixels   Maximum size, in pixels, of the Macroblocks we want to see.
756
 * @param region   Region this Effect is limited to. 
757
 *                 Null here means 'apply the effect to the whole Bitmap'.
758
 * @param point    Center of the Effect.
751 759
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
752
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
753
 * @return ID of the effect added, or -1 if we failed to add one. 
760
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
761
 * @return         ID of the effect added, or -1 if we failed to add one. 
754 762
 */
755 763
  public long macroblock(int pixels, Float4D region, Float2D point, int duration, float count)
756 764
    {
......
774 782
 * The difference between this and the previous method is that here there is no masking Region; thus
775 783
 * there is also no center of the Effect. 
776 784
 *    
777
 * @param pixels The maximum size, in pixels, of the Macroblocks we want to see.
785
 * @param pixels   Maximum size, in pixels, of the Macroblocks we want to see.
778 786
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
779
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
780
 * @return ID of the effect added, or -1 if we failed to add one. 
787
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
788
 * @return         ID of the effect added, or -1 if we failed to add one. 
781 789
 */
782 790
  public long macroblock(int pixels, int duration, float count) 
783 791
    {
......
796 804
/**
797 805
 * Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
798 806
 *        
799
 * @param a a 1-dimensional Interpolator that returns the level of blend a given pixel will be mixed with 
800
 *          the next parameter 'color': pixel = (1-level)*pixel + level*color
801
 * @param color The color to mix.         
802
 * @param r The Region this Effect is limited to. 
803
 *          Null here means 'apply the Effect to the whole Bitmap'.
804
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
805
 *          current center of the effect.
806
 * @return ID of the effect added, or -1 if we failed to add one. 
807
 * @param t      1-dimensional Interpolator that returns the level of blend a given pixel will be
808
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color
809
 * @param color  Color to mix.         
810
 * @param region Region this Effect is limited to. 
811
 *               Null here means 'apply the Effect to the whole Bitmap'.
812
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing 
813
 *               the current center of the effect.
814
 * @return       ID of the effect added, or -1 if we failed to add one. 
807 815
 */
808 816
  public long chroma(Interpolator1D t, Float3D color, Float4D region, Interpolator2D i)
809 817
    {
......
816 824
 * <p>
817 825
 * Here the center of the Effect stays constant.
818 826
 *         
819
 * @param a a 1-dimensional Interpolator that returns the level of blend a given pixel will be mixed with 
820
 *          the next parameter 'color': pixel = (1-level)*pixel + level*color
821
 * @param color The color to mix.         
822
 * @param r The Region this Effect is limited to. 
823
 *          Null here means 'apply the Effect to the whole Bitmap'.
824
 * @param p Center of the Effect.
825
 * @return ID of the effect added, or -1 if we failed to add one. 
827
 * @param t      1-dimensional Interpolator that returns the level of blend a given pixel will be 
828
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color
829
 * @param color  Color to mix.         
830
 * @param region Region this Effect is limited to. 
831
 *               Null here means 'apply the Effect to the whole Bitmap'.
832
 * @param point  Center of the Effect.
833
 * @return       ID of the effect added, or -1 if we failed to add one. 
826 834
 */
827 835
  public long chroma(Interpolator1D t, Float3D color, Float4D region, Float2D point)
828 836
    {
......
833 841
/**
834 842
 * Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
835 843
 *        
836
 * @param t the level of blend a given pixel will be mixed with the next parameter 'color': 
837
 *          pixel = (1-t)*pixel + t*color
838
 * @param color The color to mix.       
839
 * @param reg The Region this Effect is limited to.
840
 *          Null here means 'apply the Effect to the whole Bitmap'.
841
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
842
 *          current center of the effect.
843
 * @return ID of the effect added, or -1 if we failed to add one. 
844
 * @param t      Level of blend a given pixel will be mixed with the next parameter 'color': 
845
 *               pixel = (1-t)*pixel + t*color
846
 * @param color  Color to mix.       
847
 * @param region Region this Effect is limited to.
848
 *               Null here means 'apply the Effect to the whole Bitmap'.
849
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing the
850
 *               current center of the effect.
851
 * @return       ID of the effect added, or -1 if we failed to add one. 
844 852
 */
845 853
  public long chroma(float t, Float3D color, Float4D region, Interpolator2D i)
846 854
    {
847 855
    return mF.add(EffectNames.CHROMA, t, color, region, i);
848 856
    }
849 857

  
850
///////////////////////////////////////////////////////////////////////////////////////////////////
858
///// //////////////////////////////////////////////////////////////////////////////////////////////
851 859
/**
852 860
 * Makes a certain sub-region of the Bitmap smoothly change all three of its RGB components.
853 861
 * <p>
854 862
 * Here the center of the Effect stays constant.
855 863
 *         
856
 * @param t the level of blend a given pixel will be mixed with the next parameter 'color': 
857
 *          pixel = (1-t)*pixel + t*color
858
 * @param color The color to mix.       
859
 * @param reg The Region this Effect is limited to. 
860
 *          Null here means 'apply the Effect to the whole Bitmap'.
861
 * @param p Center of the Effect.
862
 * @return ID of the effect added, or -1 if we failed to add one. 
864
 * @param t      Level of blend a given pixel will be mixed with the next parameter 'color': 
865
 *               pixel = (1-t)*pixel + t*color
866
 * @param color  Color to mix.       
867
 * @param region The Region this Effect is limited to. 
868
 *               Null here means 'apply the Effect to the whole Bitmap'.
869
 * @param point  Center of the Effect.
870
 * @return       ID of the effect added, or -1 if we failed to add one. 
863 871
 */
864 872
  public long chroma(float t, Float3D color, Float4D region, Float2D point)
865 873
    {
......
872 880
 * <p>
873 881
 * Here the Effect applies to the whole bitmap.
874 882
 *         
875
 * @param t the level of blend a given pixel will be mixed with the next parameter 'color': 
876
 *          pixel = (1-t)*pixel + t*color
877
 * @param color The color to mix.       
878
 * @return ID of the effect added, or -1 if we failed to add one. 
883
 * @param t     Level of blend a given pixel will be mixed with the next parameter 'color': 
884
 *              pixel = (1-t)*pixel + t*color
885
 * @param color Color to mix.       
886
 * @return      ID of the effect added, or -1 if we failed to add one. 
879 887
 */
880 888
  public long chroma(float t, Float3D color)
881 889
    {
......
943 951
/**
944 952
 * Makes a certain sub-region of the Bitmap smoothly change its transparency level.
945 953
 *        
946
 * @param a a 1-dimensional Interpolator that returns the level of transparency we want to have at any given 
947
 *          moment.
948
 * @param r The Region this Effect is limited to. 
949
 *          Null here means 'apply the Effect to the whole Bitmap'.
950
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
951
 *          current center of the effect.
952
 * @return ID of the effect added, or -1 if we failed to add one. 
954
 * @param a      1-dimensional Interpolator that returns the level of transparency we want to have at any given 
955
 *               moment.
956
 * @param region Region this Effect is limited to. 
957
 *               Null here means 'apply the Effect to the whole Bitmap'.
958
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing the
959
 *               current center of the effect.
960
 * @return       ID of the effect added, or -1 if we failed to add one. 
953 961
 */
954 962
  public long alpha(Interpolator1D a, Float4D region, Interpolator2D i)
955 963
    {
......
962 970
 * <p>
963 971
 * Here the center of the Effect stays constant.
964 972
 *         
965
 * @param a a 1-dimensional Interpolator that returns the level of transparency we want to have at any given 
966
 *          moment.
967
 * @param r The Region this Effect is limited to. 
968
 *          Null here means 'apply the Effect to the whole Bitmap'.
969
 * @param p Center of the Effect.
970
 * @return ID of the effect added, or -1 if we failed to add one. 
973
 * @param a      1-dimensional Interpolator that returns the level of transparency we want to have at any given 
974
 *               moment.
975
 * @param region Region this Effect is limited to. 
976
 *               Null here means 'apply the Effect to the whole Bitmap'.
977
 * @param point  Center of the Effect.
978
 * @return       ID of the effect added, or -1 if we failed to add one. 
971 979
 */
972 980
  public long alpha(Interpolator1D a, Float4D region, Float2D point)
973 981
    {
......
978 986
/**
979 987
 * Makes a certain sub-region of the Bitmap smoothly change its transparency level.
980 988
 *        
981
 * @param alpha Level of Alpha (0<=Alpha<=1) we want to interpolate to.
982
 * @param r The Region this Effect is limited to. 
983
 *          Null here means 'apply the Effect to the whole Bitmap'.
984
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
985
 *          current center of the effect.
989
 * @param alpha  Level of Alpha (between 0 and 1) we want to interpolate to.
990
 * @param region Region this Effect is limited to. 
991
 *               Null here means 'apply the Effect to the whole Bitmap'.
992
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing the
993
 *               current center of the effect.
986 994
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
987
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
988
 * @return ID of the effect added, or -1 if we failed to add one. 
995
 * @param count  Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
996
 * @return       ID of the effect added, or -1 if we failed to add one. 
989 997
 */
990 998
  public long alpha(float alpha, Float4D region, Interpolator2D i, int duration, float count)
991 999
    {
......
1004 1012
 * <p>
1005 1013
 * Here the center of the Effect stays constant.
1006 1014
 *         
1007
 * @param alpha Level of Alpha (0<=Alpha<=1) we want to interpolate to.
1008
 * @param r The Region this Effect is limited to. 
1009
 *          Null here means 'apply the Effect to the whole Bitmap'.
1010
 * @param p Center of the Effect.
1015
 * @param alpha  Level of Alpha (between 0 and 1) we want to interpolate to.
1016
 * @param region Region this Effect is limited to. 
1017
 *               Null here means 'apply the Effect to the whole Bitmap'.
1018
 * @param point  Center of the Effect.
1011 1019
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1012
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1013
 * @return ID of the effect added, or -1 if we failed to add one. 
1020
 * @param count  Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1021
 * @return       ID of the effect added, or -1 if we failed to add one. 
1014 1022
 */
1015 1023
  public long alpha(float alpha, Float4D region, Float2D point, int duration, float count)
1016 1024
    {
......
1029 1037
 * <p>
1030 1038
 * Here the center of the Effect stays constant and the effect for now change in time.
1031 1039
 *         
1032
 * @param alpha Level of Alpha (0<=Alpha<=1) we want to interpolate to.
1033
 * @param r The Region this Effect is limited to.
1034
 *          Null here means 'apply the Effect to the whole Bitmap'.
1035
 * @param p Center of the Effect.
1036
 * @return ID of the effect added, or -1 if we failed to add one. 
1040
 * @param alpha  Level of Alpha (between 0 and 1) we want to interpolate to.
1041
 * @param region Region this Effect is limited to.
1042
 *               Null here means 'apply the Effect to the whole Bitmap'.
1043
 * @param point  Center of the Effect.
1044
 * @return       ID of the effect added, or -1 if we failed to add one. 
1037 1045
 */
1038 1046
  public long alpha(float alpha, Float4D region, Float2D point)
1039 1047
    {
......
1050 1058
/**
1051 1059
 * Makes the whole Bitmap change its transparency level.
1052 1060
 * 
1053
 * @param alpha Level of Alpha (0<=Alpha<=1) we want to interpolate to.
1061
 * @param alpha    Level of Alpha (between 0 and 1) we want to interpolate to.
1054 1062
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1055
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1056
 * @return ID of the effect added, or -1 if we failed to add one. 
1063
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1064
 * @return         ID of the effect added, or -1 if we failed to add one. 
1057 1065
 */
1058 1066
  public long alpha(float alpha, int duration, float count) 
1059 1067
    {
......
1145 1153
/**
1146 1154
 * Makes a certain sub-region of the Bitmap smoothly change its brightness level.
1147 1155
 *        
1148
 * @param a a 1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1149
 *          moment.
1150
 * @param r The Region this Effect is limited to. 
1151
 *          Null here means 'apply the Effect to the whole Bitmap'.
1152
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1153
 *          current center of the effect.
1154
 * @return ID of the effect added, or -1 if we failed to add one. 
1156
 * @param a      1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1157
 *               moment.
1158
 * @param region Region this Effect is limited to. 
1159
 *               Null here means 'apply the Effect to the whole Bitmap'.
1160
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1161
 *               current center of the effect.
1162
 * @return       ID of the effect added, or -1 if we failed to add one. 
1155 1163
 */
1156 1164
  public long brightness(Interpolator1D a, Float4D region, Interpolator2D i)
1157 1165
    {
......
1164 1172
 * <p>
1165 1173
 * Here the center of the Effect stays constant.
1166 1174
 *         
1167
 * @param a a 1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1168
 *          moment.
1169
 * @param r The Region this Effect is limited to.
1170
 *          Null here means 'apply the Effect to the whole Bitmap'.
1171
 * @param p Center of the Effect.
1172
 * @return ID of the effect added, or -1 if we failed to add one. 
1175
 * @param a      1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1176
 *               moment.
1177
 * @param region Region this Effect is limited to.
1178
 *               Null here means 'apply the Effect to the whole Bitmap'.
1179
 * @param point  Center of the Effect.
1180
 * @return       ID of the effect added, or -1 if we failed to add one. 
1173 1181
 */
1174 1182
  public long brightness(Interpolator1D a, Float4D region, Float2D point)
1175 1183
    {
......
1180 1188
/**
1181 1189
 * Makes a certain sub-region of the Bitmap smoothly change its brightness level.
1182 1190
 *        
1183
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1184
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1185
 *        lighten it up. 
1186
 * @param r The Region this Effect is limited to.
1187
 *          Null here means 'apply the Effect to the whole Bitmap'.
1188
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1189
 *          current center of the effect.
1190
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1191
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1192
 * @return ID of the effect added, or -1 if we failed to add one. 
1191
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1192
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1193
 *                   anything more than 1- lighten it up. 
1194
 * @param region     Region this Effect is limited to.
1195
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1196
 * @param i          2-dimensional Interpolator which, at any given time, returns a Float2D
1197
 *                   representing the current center of the effect.
1198
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1199
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1200
 * @return           ID of the effect added, or -1 if we failed to add one. 
1193 1201
 */
1194 1202
  public long brightness(float brightness, Float4D region, Interpolator2D i, int duration, float count)
1195 1203
    {
......
1208 1216
 * <p>
1209 1217
 * Here the center of the Effect stays constant.
1210 1218
 *         
1211
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1212
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1213
 *        lighten it up.
1214
 * @param r The Region this Effect is limited to. 
1215
 *          Null here means 'apply the Effect to the whole Bitmap'.
1216
 * @param p Center of the Effect.
1217
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1218
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1219
 * @return ID of the effect added, or -1 if we failed to add one. 
1219
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1220
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1221
 *                   anything more than 1 - lighten it up.
1222
 * @param region     Region this Effect is limited to. 
1223
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1224
 * @param point      Center of the Effect.
1225
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1226
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1227
 * @return           ID of the effect added, or -1 if we failed to add one. 
1220 1228
 */
1221 1229
  public long brightness(float brightness, Float4D region, Float2D point, int duration, float count)
1222 1230
    {
......
1235 1243
 * <p>
1236 1244
 * Here the center of the Effect stays constant and the effect for now change in time.
1237 1245
 *         
1238
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1239
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1240
 *        lighten it up.
1241
 * @param r The Region this Effect is limited to.
1242
 *          Null here means 'apply the Effect to the whole Bitmap'.
1243
 * @param p Center of the Effect.
1244
 * @return ID of the effect added, or -1 if we failed to add one. 
1246
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1247
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1248
 *                   anything more than 1 - lighten it up.
1249
 * @param region     Region this Effect is limited to.
1250
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1251
 * @param point      Center of the Effect.
1252
 * @return           ID of the effect added, or -1 if we failed to add one. 
1245 1253
 */
1246 1254
  public long brightness(float brightness, Float4D region, Float2D point)
1247 1255
    {
......
1260 1268
/**
1261 1269
 * Makes a certain sub-region of the Bitmap smoothly change its brightness level.
1262 1270
 *        
1263
 * @param a a 1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1264
 *          moment.
1265
 * @param r The Region this Effect is limited to. 
1266
 *          Null here means 'apply the Effect to the whole Bitmap'.
1267
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1268
 *          current center of the effect.
1269
 * @return ID of the effect added, or -1 if we failed to add one. 
1271
 * @param a      1-dimensional Interpolator that returns the level of brightness we want to have at
1272
 *               any given moment.
1273
 * @param region Region this Effect is limited to. 
1274
 *               Null here means 'apply the Effect to the whole Bitmap'.
1275
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D
1276
 *               representing the current center of the effect.
1277
 * @return       ID of the effect added, or -1 if we failed to add one. 
1270 1278
 */
1271 1279
  public long smooth_brightness(Interpolator1D a, Float4D region, Interpolator2D i)
1272 1280
    {
......
1279 1287
 * <p>
1280 1288
 * Here the center of the Effect stays constant.
1281 1289
 *         
1282
 * @param a a 1-dimensional Interpolator that returns the level of brightness we want to have at any given 
1283
 *          moment.
1284
 * @param r The Region this Effect is limited to. 
1285
 *          Null here means 'apply the Effect to the whole Bitmap'.
1286
 * @param p Center of the Effect.
1287
 * @return ID of the effect added, or -1 if we failed to add one. 
1290
 * @param a      1-dimensional Interpolator that returns the level of brightness we want to have at
1291
 *               any given moment.
1292
 * @param region Region this Effect is limited to. 
1293
 *               Null here means 'apply the Effect to the whole Bitmap'.
1294
 * @param point  Center of the Effect.
1295
 * @return       ID of the effect added, or -1 if we failed to add one. 
1288 1296
 */
1289 1297
  public long smooth_brightness(Interpolator1D a, Float4D region, Float2D point)
1290 1298
    {
......
1295 1303
/**
1296 1304
 * Makes a certain sub-region of the Bitmap smoothly change its brightness level.
1297 1305
 *        
1298
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1299
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1300
 *        lighten it up. 
1301
 * @param r The Region this Effect is limited to. 
1302
 *          Null here means 'apply the Effect to the whole Bitmap'.
1303
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1304
 *          current center of the effect.
1305
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1306
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1307
 * @return ID of the effect added, or -1 if we failed to add one. 
1306
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1307
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1308
 *                   anything more than 1 - lighten it up. 
1309
 * @param region     Region this Effect is limited to. 
1310
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1311
 * @param i          2-dimensional Interpolator which, at any given time, returns a Float2D
1312
 *                   represention the current center of the effect.
1313
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1314
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1315
 * @return           ID of the effect added, or -1 if we failed to add one. 
1308 1316
 */
1309 1317
  public long smooth_brightness(float brightness, Float4D region, Interpolator2D i, int duration, float count)
1310 1318
    {
......
1323 1331
 * <p>
1324 1332
 * Here the center of the Effect stays constant.
1325 1333
 *         
1326
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1327
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1328
 *        lighten it up.
1329
 * @param r The Region this Effect is limited to. 
1330
 *          Null here means 'apply the Effect to the whole Bitmap'.
1331
 * @param p Center of the Effect.
1332
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1333
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1334
 * @return ID of the effect added, or -1 if we failed to add one. 
1334
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1335
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1336
 *                   anything more than 1 - lighten it up.
1337
 * @param region     Region this Effect is limited to. 
1338
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1339
 * @param point      Center of the Effect.
1340
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1341
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1342
 * @return           ID of the effect added, or -1 if we failed to add one. 
1335 1343
 */
1336 1344
  public long smooth_brightness(float brightness, Float4D region, Float2D point, int duration, float count)
1337 1345
    {
......
1350 1358
 * <p>
1351 1359
 * Here the center of the Effect stays constant and the effect for now change in time.
1352 1360
 *         
1353
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1354
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1355
 *        lighten it up.
1356
 * @param r The Region this Effect is limited to. 
1357
 *          Null here means 'apply the Effect to the whole Bitmap'.
1358
 * @param p Center of the Effect.
1359
 * @return ID of the effect added, or -1 if we failed to add one. 
1361
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1362
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1363
 *                   anything more than 1 - lighten it up.
1364
 * @param region     Region this Effect is limited to. 
1365
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1366
 * @param point      Center of the Effect.
1367
 * @return           ID of the effect added, or -1 if we failed to add one. 
1360 1368
 */
1361 1369
  public long smooth_brightness(float brightness, Float4D region, Float2D point)
1362 1370
    {
......
1373 1381
/**
1374 1382
 * Makes the whole Bitmap change its brightness level.
1375 1383
 * 
1376
 * @param brightness Level of Brightness (0<=brightness<=infinity) we want to interpolate to.
1377
 *        1 - level of brightness unchanged, anything less than 1 - 'darken the image', anything more than 1-
1378
 *        lighten it up.
1379
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1380
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1381
 * @return ID of the effect added, or -1 if we failed to add one. 
1384
 * @param brightness Level of Brightness (between 0 and infinity) we want to interpolate to.
1385
 *                   1 - level of brightness unchanged, anything less than 1 - 'darken the image',
1386
 *                   anything more than 1- lighten it up.
1387
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1388
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1389
 * @return           ID of the effect added, or -1 if we failed to add one. 
1382 1390
 */
1383 1391
  public long smooth_brightness(float brightness, int duration, float count) 
1384 1392
    {
......
1397 1405
/**
1398 1406
 * Makes a certain sub-region of the Bitmap smoothly change its contrast level.
1399 1407
 *        
1400
 * @param a a 1-dimensional Interpolator that returns the level of contrast we want to have at any given 
1401
 *          moment.
1402
 * @param r The Region this Effect is limited to. 
1403
 *          Null here means 'apply the Effect to the whole Bitmap'.
1404
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1405
 *          current center of the effect.
1406
 * @return ID of the effect added, or -1 if we failed to add one. 
1408
 * @param a      1-dimensional Interpolator that returns the level of contrast we want to have
1409
 *               at any given moment.
1410
 * @param region Region this Effect is limited to. 
1411
 *               Null here means 'apply the Effect to the whole Bitmap'.
1412
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D
1413
 *               representing the current center of the effect.
1414
 * @return       ID of the effect added, or -1 if we failed to add one. 
1407 1415
 */
1408 1416
  public long contrast(Interpolator1D a, Float4D region, Interpolator2D i)
1409 1417
    {
......
1416 1424
 * <p>
1417 1425
 * Here the center of the Effect stays constant.
1418 1426
 *         
1419
 * @param a a 1-dimensional Interpolator that returns the level of contrast we want to have at any given 
1420
 *          moment.
1421
 * @param r The Region this Effect is limited to.
1422
 *          Null here means 'apply the Effect to the whole Bitmap'.
1423
 * @param p Center of the Effect.
1424
 * @return ID of the effect added, or -1 if we failed to add one. 
1427
 * @param a      1-dimensional Interpolator that returns the level of contrast we want to have
1428
 *               at any given moment.
1429
 * @param region Region this Effect is limited to.
1430
 *               Null here means 'apply the Effect to the whole Bitmap'.
1431
 * @param point  Center of the Effect.
1432
 * @return       ID of the effect added, or -1 if we failed to add one. 
1425 1433
 */
1426 1434
  public long contrast(Interpolator1D a, Float4D region, Float2D point)
1427 1435
    {
......
1432 1440
/**
1433 1441
 * Makes a certain sub-region of the Bitmap smoothly change its contrast level.
1434 1442
 *        
1435
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1436
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1437
 *        increase the contrast. 
1438
 * @param r The Region this Effect is limited to.
1439
 *          Null here means 'apply the Effect to the whole Bitmap'.
1440
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1441
 *          current center of the effect.
1443
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1444
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1445
 *                 anything more than 1 - increase the contrast. 
1446
 * @param region   Region this Effect is limited to.
1447
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1448
 * @param i        2-dimensional Interpolator which, at any given time, returns a Float2D
1449
 *                 represention the current center of the effect.
1442 1450
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1443
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1444
 * @return ID of the effect added, or -1 if we failed to add one. 
1451
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1452
 * @return         ID of the effect added, or -1 if we failed to add one. 
1445 1453
 */
1446 1454
  public long contrast(float contrast, Float4D region, Interpolator2D i, int duration, float count)
1447 1455
    {
......
1460 1468
 * <p>
1461 1469
 * Here the center of the Effect stays constant.
1462 1470
 *         
1463
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1464
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1465
 *        increase the contrast. 
1466
 * @param r The Region this Effect is limited to. 
1467
 *          Null here means 'apply the Effect to the whole Bitmap'.
1468
 * @param p Center of the Effect.
1471
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1472
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1473
 *                 anything more than 1 -increase the contrast. 
1474
 * @param region   Region this Effect is limited to. 
1475
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1476
 * @param point    Center of the Effect.
1469 1477
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1470
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1471
 * @return ID of the effect added, or -1 if we failed to add one. 
1478
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1479
 * @return         ID of the effect added, or -1 if we failed to add one. 
1472 1480
 */
1473 1481
  public long contrast(float contrast, Float4D region, Float2D point, int duration, float count)
1474 1482
    {
......
1487 1495
 * <p>
1488 1496
 * Here the center of the Effect stays constant and the effect for now change in time.
1489 1497
 *         
1490
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1491
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1492
 *        increase the contrast. 
1493
 * @param r The Region this Effect is limited to. 
1494
 *          Null here means 'apply the Effect to the whole Bitmap'.
1495
 * @param p Center of the Effect.
1496
 * @return ID of the effect added, or -1 if we failed to add one. 
1498
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1499
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1500
 *                 anything more than 1 - increase the contrast. 
1501
 * @param region   Region this Effect is limited to. 
1502
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1503
 * @param point    Center of the Effect.
1504
 * @return         ID of the effect added, or -1 if we failed to add one. 
1497 1505
 */
1498 1506
  public long contrast(float contrast, Float4D region, Float2D point)
1499 1507
    {
......
1512 1520
/**
1513 1521
 * Makes a certain sub-region of the Bitmap smoothly change its contrast level.
1514 1522
 *        
1515
 * @param a a 1-dimensional Interpolator that returns the level of contrast we want to have at any given 
1516
 *          moment.
1517
 * @param r The Region this Effect is limited to. 
1518
 *          Null here means 'apply the Effect to the whole Bitmap'.
1519
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1520
 *          current center of the effect.
1521
 * @return ID of the effect added, or -1 if we failed to add one. 
1523
 * @param a      1-dimensional Interpolator that returns the level of contrast we want to have
1524
 *               at any given moment.
1525
 * @param region Region this Effect is limited to. 
1526
 *               Null here means 'apply the Effect to the whole Bitmap'.
1527
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D
1528
 *               representing the current center of the effect.
1529
 * @return       ID of the effect added, or -1 if we failed to add one. 
1522 1530
 */
1523 1531
  public long smooth_contrast(Interpolator1D a, Float4D region, Interpolator2D i)
1524 1532
    {
......
1531 1539
 * <p>
1532 1540
 * Here the center of the Effect stays constant.
1533 1541
 *         
1534
 * @param a a 1-dimensional Interpolator that returns the level of contrast we want to have at any given 
1535
 *          moment.
1536
 * @param r The Region this Effect is limited to. 
1537
 *          Null here means 'apply the Effect to the whole Bitmap'.
1538
 * @param p Center of the Effect.
1539
 * @return ID of the effect added, or -1 if we failed to add one. 
1542
 * @param a      1-dimensional Interpolator that returns the level of contrast we want to have
1543
 *               at any given moment.
1544
 * @param region Region this Effect is limited to. 
1545
 *               Null here means 'apply the Effect to the whole Bitmap'.
1546
 * @param point  Center of the Effect.
1547
 * @return       ID of the effect added, or -1 if we failed to add one. 
1540 1548
 */
1541 1549
  public long smooth_contrast(Interpolator1D a, Float4D region, Float2D point)
1542 1550
    {
......
1547 1555
/**
1548 1556
 * Makes a certain sub-region of the Bitmap smoothly change its contrast level.
1549 1557
 *        
1550
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1551
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1552
 *        increase the contrast. 
1553
 * @param r The Region this Effect is limited to. 
1554
 *          Null here means 'apply the Effect to the whole Bitmap'.
1555
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1556
 *          current center of the effect.
1558
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1559
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1560
 *                 anything more than 1 - increase the contrast. 
1561
 * @param region   Region this Effect is limited to. 
1562
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1563
 * @param i        2-dimensional Interpolator which, at any given time, returns a Float2D
1564
 *                 representing the current center of the effect.
1557 1565
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1558
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1559
 * @return ID of the effect added, or -1 if we failed to add one. 
1566
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1567
 * @return         ID of the effect added, or -1 if we failed to add one. 
1560 1568
 */
1561 1569
  public long smooth_contrast(float contrast, Float4D region, Interpolator2D i, int duration, float count)
1562 1570
    {
......
1575 1583
 * <p>
1576 1584
 * Here the center of the Effect stays constant.
1577 1585
 *         
1578
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1579
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1580
 *        increase the contrast. 
1581
 * @param r The Region this Effect is limited to. 
1582
 *          Null here means 'apply the Effect to the whole Bitmap'.
1583
 * @param p Center of the Effect.
1586
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1587
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1588
 *                 anything more than 1 - increase the contrast. 
1589
 * @param region   Region this Effect is limited to. 
1590
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1591
 * @param point    Center of the Effect.
1584 1592
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1585
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1586
 * @return ID of the effect added, or -1 if we failed to add one. 
1593
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1594
 * @return         ID of the effect added, or -1 if we failed to add one. 
1587 1595
 */
1588 1596
  public long smooth_contrast(float contrast, Float4D region, Float2D point, int duration, float count)
1589 1597
    {
......
1602 1610
 * <p>
1603 1611
 * Here the center of the Effect stays constant and the effect for now change in time.
1604 1612
 *         
1605
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1606
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1607
 *        increase the contrast. 
1608
 * @param r The Region this Effect is limited to. 
1609
 *          Null here means 'apply the Effect to the whole Bitmap'.
1610
 * @param p Center of the Effect.
1611
 * @return ID of the effect added, or -1 if we failed to add one. 
1613
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1614
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1615
 *                 anything more than 1 - increase the contrast. 
1616
 * @param region   Region this Effect is limited to. 
1617
 *                 Null here means 'apply the Effect to the whole Bitmap'.
1618
 * @param point    Center of the Effect.
1619
 * @return         ID of the effect added, or -1 if we failed to add one. 
1612 1620
 */
1613 1621
  public long smooth_contrast(float contrast, Float4D region, Float2D point)
1614 1622
    {
......
1625 1633
/**
1626 1634
 * Makes the whole Bitmap change its contrast level.
1627 1635
 * 
1628
 * @param contrast Level of contrast (0<=contrast<=infinity) we want to interpolate to.
1629
 *        1 - level of contrast unchanged, anything less than 1 - reduce contrast, anything more than 1-
1630
 *        increase the contrast. 
1636
 * @param contrast Level of contrast (between 0 and infinity) we want to interpolate to.
1637
 *                 1 - level of contrast unchanged, anything less than 1 - reduce contrast,
1638
 *                 anything omre than 1 - increase the contrast. 
1631 1639
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1632
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1633
 * @return ID of the effect added, or -1 if we failed to add one. 
1640
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1641
 * @return         ID of the effect added, or -1 if we failed to add one. 
1634 1642
 */
1635 1643
  public long smooth_contrast(float contrast, int duration, float count) 
1636 1644
    {
......
1650 1658
/**
1651 1659
 * Makes a certain sub-region of the Bitmap smoothly change its saturation level.
1652 1660
 *        
1653
 * @param a a 1-dimensional Interpolator that returns the level of saturation we want to have at any given 
1654
 *          moment.
1655
 * @param r The Region this Effect is limited to. 
1656
 *          Null here means 'apply the Effect to the whole Bitmap'.
1657
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1658
 *          current center of the effect.
1659
 * @return ID of the effect added, or -1 if we failed to add one. 
1661
 * @param a      1-dimensional Interpolator that returns the level of saturation we want to have
1662
 *               at any given moment.
1663
 * @param region Region this Effect is limited to. 
1664
 *               Null here means 'apply the Effect to the whole Bitmap'.
1665
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D
1666
 *               representing the current center of the effect.
1667
 * @return       ID of the effect added, or -1 if we failed to add one. 
1660 1668
 */
1661 1669
  public long saturation(Interpolator1D a, Float4D region, Interpolator2D i)
1662 1670
    {
......
1669 1677
 * <p>
1670 1678
 * Here the center of the Effect stays constant.
1671 1679
 *         
1672
 * @param a a 1-dimensional Interpolator that returns the level of saturation we want to have at any given 
1673
 *          moment.
1674
 * @param r The Region this Effect is limited to. 
1675
 *          Null here means 'apply the Effect to the whole Bitmap'.
1676
 * @param p Center of the Effect.
1677
 * @return ID of the effect added, or -1 if we failed to add one. 
1680
 * @param a      1-dimensional Interpolator that returns the level of saturation we want to have
1681
 *               at any given moment.
1682
 * @param region Region this Effect is limited to. 
1683
 *               Null here means 'apply the Effect to the whole Bitmap'.
1684
 * @param point  Center of the Effect.
1685
 * @return       ID of the effect added, or -1 if we failed to add one. 
1678 1686
 */
1679 1687
  public long saturation(Interpolator1D a, Float4D region, Float2D point)
1680 1688
    {
......
1685 1693
/**
1686 1694
 * Makes a certain sub-region of the Bitmap smoothly change its saturation level.
1687 1695
 *        
1688
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1689
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1690
 *        increase the saturation. 
1691
 * @param r The Region this Effect is limited to.
1692
 *          Null here means 'apply the Effect to the whole Bitmap'.
1693
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1694
 *          current center of the effect.
1695
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1696
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1697
 * @return ID of the effect added, or -1 if we failed to add one. 
1696
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1697
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1698
 *                   anything more than 1 - increase the saturation. 
1699
 * @param region     Region this Effect is limited to.
1700
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1701
 * @param i          2-dimensional Interpolator which, at any given time, returns a Float2D
1702
 *                   representing the current center of the effect.
1703
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1704
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1705
 * @return           ID of the effect added, or -1 if we failed to add one. 
1698 1706
 */
1699 1707
  public long saturation(float saturation, Float4D region, Interpolator2D i, int duration, float count)
1700 1708
    {
......
1713 1721
 * <p>
1714 1722
 * Here the center of the Effect stays constant.
1715 1723
 *         
1716
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1717
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1718
 *        increase the saturation. 
1719
 * @param r The Region this Effect is limited to. 
1720
 *          Null here means 'apply the Effect to the whole Bitmap'.
1721
 * @param p Center of the Effect.
1722
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1723
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1724
 * @return ID of the effect added, or -1 if we failed to add one. 
1724
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1725
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1726
 *                   anything more than 1 - increase the saturation. 
1727
 * @param region     Region this Effect is limited to. 
1728
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1729
 * @param point      Center of the Effect.
1730
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1731
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1732
 * @return           ID of the effect added, or -1 if we failed to add one. 
1725 1733
 */
1726 1734
  public long saturation(float saturation, Float4D region, Float2D point, int duration, float count)
1727 1735
    {
......
1740 1748
 * <p>
1741 1749
 * Here the center of the Effect stays constant and the effect for now change in time.
1742 1750
 *         
1743
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1744
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1745
 *        increase the saturation. 
1746
 * @param r The Region this Effect is limited to. 
1747
 *          Null here means 'apply the Effect to the whole Bitmap'.
1748
 * @param p Center of the Effect.
1749
 * @return ID of the effect added, or -1 if we failed to add one. 
1751
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1752
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1753
 *                   anything more than 1- increase the saturation. 
1754
 * @param region     Region this Effect is limited to. 
1755
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1756
 * @param point      Center of the Effect.
1757
 * @return           ID of the effect added, or -1 if we failed to add one. 
1750 1758
 */
1751 1759
  public long saturation(float saturation, Float4D region, Float2D point)
1752 1760
    {
......
1765 1773
/**
1766 1774
 * Makes a certain sub-region of the Bitmap smoothly change its saturation level.
1767 1775
 *        
1768
 * @param a a 1-dimensional Interpolator that returns the level of saturation we want to have at any given 
1769
 *          moment.
1770
 * @param r The Region this Effect is limited to. 
1771
 *          Null here means 'apply the Effect to the whole Bitmap'.
1772
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1773
 *          current center of the effect.
1774
 * @return ID of the effect added, or -1 if we failed to add one. 
1776
 * @param a      1-dimensional Interpolator that returns the level of saturation we want to have
1777
 *               at any given moment.
1778
 * @param region Region this Effect is limited to. 
1779
 *               Null here means 'apply the Effect to the whole Bitmap'.
1780
 * @param i      2-dimensional Interpolator which, at any given time, returns a Float2D 
1781
 *               representing the current center of the effect.
1782
 * @return       ID of the effect added, or -1 if we failed to add one. 
1775 1783
 */
1776 1784
  public long smooth_saturation(Interpolator1D a, Float4D region, Interpolator2D i)
1777 1785
    {
......
1784 1792
 * <p>
1785 1793
 * Here the center of the Effect stays constant.
1786 1794
 *         
1787
 * @param a a 1-dimensional Interpolator that returns the level of saturation we want to have at any given 
1788
 *          moment.
1789
 * @param r The Region this Effect is limited to. 
1790
 *          Null here means 'apply the Effect to the whole Bitmap'.
1791
 * @param p Center of the Effect.
1792
 * @return ID of the effect added, or -1 if we failed to add one. 
1795
 * @param a      1-dimensional Interpolator that returns the level of saturation we want to have
1796
 *               at any given moment.
1797
 * @param region Region this Effect is limited to. 
1798
 *               Null here means 'apply the Effect to the whole Bitmap'.
1799
 * @param point  Center of the Effect.
1800
 * @return       ID of the effect added, or -1 if we failed to add one. 
1793 1801
 */
1794 1802
  public long smooth_saturation(Interpolator1D a, Float4D region, Float2D point)
1795 1803
    {
......
1800 1808
/**
1801 1809
 * Makes a certain sub-region of the Bitmap smoothly change its saturation level.
1802 1810
 *        
1803
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1804
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1805
 *        increase the saturation. 
1806
 * @param r The Region this Effect is limited to. 
1807
 *          Null here means 'apply the Effect to the whole Bitmap'.
1808
 * @param i 2-dimensional Interpolator which, at any given time, returns a Float2D representing the
1809
 *          current center of the effect.
1810
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1811
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1812
 * @return ID of the effect added, or -1 if we failed to add one. 
1811
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1812
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1813
 *                   anything more than 1 -increase the saturation. 
1814
 * @param region     Region this Effect is limited to. 
1815
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1816
 * @param i          2-dimensional Interpolator which, at any given time, returns a Float2D
1817
 *                   representing the current center of the effect.
1818
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1819
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1820
 * @return           ID of the effect added, or -1 if we failed to add one. 
1813 1821
 */
1814 1822
  public long smooth_saturation(float saturation, Float4D region, Interpolator2D i, int duration, float count)
1815 1823
    {
......
1828 1836
 * <p>
1829 1837
 * Here the center of the Effect stays constant.
1830 1838
 *         
1831
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1832
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1833
 *        increase the saturation. 
1834
 * @param r The Region this Effect is limited to. 
1835
 *          Null here means 'apply the Effect to the whole Bitmap'.
1836
 * @param p Center of the Effect.
1837
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1838
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1839
 * @return ID of the effect added, or -1 if we failed to add one. 
1839
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1840
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1841
 *                   anything more than 1 - increase the saturation. 
1842
 * @param region     Region this Effect is limited to. 
1843
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1844
 * @param point      Center of the Effect.
1845
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1846
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1847
 * @return           ID of the effect added, or -1 if we failed to add one. 
1840 1848
 */
1841 1849
  public long smooth_saturation(float saturation, Float4D region, Float2D point, int duration, float count)
1842 1850
    {
......
1855 1863
 * <p>
1856 1864
 * Here the center of the Effect stays constant and the effect for now change in time.
1857 1865
 *         
1858
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1859
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1860
 *        increase the saturation. 
1861
 * @param r The Region this Effect is limited to. 
1862
 *          Null here means 'apply the Effect to the whole Bitmap'.
1863
 * @param p Center of the Effect.
1864
 * @return ID of the effect added, or -1 if we failed to add one. 
1866
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1867
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1868
 *                   anything more than 1 - increase the saturation. 
1869
 * @param region     Region this Effect is limited to. 
1870
 *                   Null here means 'apply the Effect to the whole Bitmap'.
1871
 * @param point      Center of the Effect.
1872
 * @return           ID of the effect added, or -1 if we failed to add one. 
1865 1873
 */
1866 1874
  public long smooth_saturation(float saturation, Float4D region, Float2D point)
1867 1875
    {
......
1878 1886
/**
1879 1887
 * Makes the whole Bitmap change its saturation level.
1880 1888
 * 
1881
 * @param saturation Level of saturation (0<=saturation<=infinity) we want to interpolate to.
1882
 *        1 - level of saturation unchanged, anything less than 1 - reduce saturation, anything more than 1-
1883
 *        increase the saturation. 
1884
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1885
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1886
 * @return ID of the effect added, or -1 if we failed to add one. 
1889
 * @param saturation Level of saturation (between 0 and infinity) we want to interpolate to.
1890
 *                   1 - level of saturation unchanged, anything less than 1 - reduce saturation,
1891
 *                   anything more than 1 - increase the saturation. 
1892
 * @param duration   Time, in milliseconds, it takes to do one full interpolation.
1893
 * @param count      Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1894
 * @return           ID of the effect added, or -1 if we failed to add one. 
1887 1895
 */
1888 1896
  public long smooth_saturation(float saturation, int duration, float count) 
1889 1897
    {
......
1903 1911
/**
1904 1912
 * Distort a (possibly changing in time) part of the Bitmap by a (possibly changing in time) vector of force.
1905 1913
 * 
1906
 * @param i A 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which represents
1907
 *          the vector the Center of the Effect is currently being dragged with.
1908
 * @param r Region that masks the effect of the Distortion.
1909
 * @param p A 2-dimensional Interpolator that, at any given time, returns a Point2D representing 
1910
 *          the Center of the Effect.
1911
 * @return ID of the effect added, or -1 if we failed to add one. 
1914
 * @param i      2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
1915
 *               represents the vector the Center of the Effect is currently being dragged with.
1916
 * @param region Region that masks the effect of the Distortion.
1917
 * @param p      2-dimensional Interpolator that, at any given time, returns a Point2D representing 
1918
 *               the Center of the Effect.
1919
 * @return       ID of the effect added, or -1 if we failed to add one. 
1912 1920
 */
1913 1921
  public long distort(Interpolator i, Float4D region, Interpolator2D p)
1914 1922
    {  
......
1921 1929
 * <p>
1922 1930
 * Difference between this and the previous method is that here the center of the Effect stays constant.
1923 1931
 *   
1924
 * @param i A 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which represents
1925
 *          the vector the Center of the Effect is currently being dragged with.
1926
 * @param r Region that masks the effect of the Distortion.
1927
 * @param p Center of the Effect.
1928
 * @return ID of the effect added, or -1 if we failed to add one. 
1932
 * @param i      2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
1933
 *               represents the vector the Center of the Effect is currently being dragged with.
1934
 * @param region Region that masks the effect of the Distortion.
1935
 * @param point  Center of the Effect.
1936
 * @return       ID of the effect added, or -1 if we failed to add one. 
1929 1937
 */
1930 1938
  public long distort(Interpolator i, Float4D region, Float2D point)
1931 1939
    {  
......
1936 1944
/**
1937 1945
 * Distort the whole Bitmap by a (possibly changing in time) vector of force.
1938 1946
 * 
1939
 * @param i A 2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which represents
1940
 *          the vector the Center of the Effect is currently being dragged with.
1941
 * @param p Center of the Effect.
1942
 * @return ID of the effect added, or -1 if we failed to add one. 
1947
 * @param i     2- or 3-dimensional Interpolator that returns a 2- or 3-dimensional Point which
1948
 *              represents the vector the Center of the Effect is currently being dragged with.
1949
 * @param point Center of the Effect.
1950
 * @return      ID of the effect added, or -1 if we failed to add one. 
1943 1951
 */
1944 1952
  public long distort(Interpolator i, Float2D point)
1945 1953
    {
......
1950 1958
/**
1951 1959
 * Distort part of the Bitmap by a vector of force that changes from (0,0,0) to v.
1952 1960
 * 
1953
 * @param v The maximum vector of force. 
1954
 * @param r Region that masks the effect of the Distortion.
1955
 * @param p Center of the Effect.
1961
 * @param vector   Maximum vector of force. 
1962
 * @param region   Region that masks the effect of the Distortion.
1963
 * @param point    Center of the Effect.
1956 1964
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1957
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1958
 * @return ID of the effect added, or -1 if we failed to add one. 
1965
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1966
 * @return         ID of the effect added, or -1 if we failed to add one. 
1959 1967
 */
1960 1968
  public long distort(Float3D vector, Float4D region, Float2D point, int duration, float count)
1961 1969
    {  
......
1972 1980
/**
1973 1981
 * Distort the whole Bitmap by a vector of force that changes from (0,0,0) to v.
1974 1982
 * 
1975
 * @param v The maximum vector of force.
1976
 * @param p Center of the Effect.
1983
 * @param vector   Maximum vector of force.
1984
 * @param point    Center of the Effect.
1977 1985
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
1978
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1979
 * @return ID of the effect added, or -1 if we failed to add one. 
1986
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
1987
 * @return         ID of the effect added, or -1 if we failed to add one. 
1980 1988
 */
1981 1989
  public long distort(Float3D vector, Float2D point, int duration, float count)
1982 1990
    {
......
1996 2004
 * Difference between this and the previous method is that here the vector of force will get interpolated
1997 2005
 * to the maximum v and the effect will end. We are thus limited to count=0.5.
1998 2006
 * 
1999
 * @param v The maximum, final vector of force.
2000
 * @param p Center of the Effect.
2007
 * @param vector   Maximum, final vector of force.
2008
 * @param point    Center of the Effect.
2001 2009
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
2002
 * @return ID of the effect added, or -1 if we failed to add one. 
2010
 * @return         ID of the effect added, or -1 if we failed to add one. 
2003 2011
 */
2004 2012
  public long distort(Float3D vector, Float2D point, int duration)
2005 2013
    {
......
2018 2026
 * <p>
2019 2027
 * Here we apply a constant vector of force.
2020 2028
 * 
2021
 * @param v The vector of force.
2022
 * @param p Center of the Effect.
2023
 * @return ID of the effect added, or -1 if we failed to add one. 
2029
 * @param vector Vector of force.
2030
 * @param point  Center of the Effect.
2031
 * @return       ID of the effect added, or -1 if we failed to add one. 
2024 2032
 */
2025 2033
  public long distort(Float3D vector, Float2D point )
2026 2034
    {
......
2040 2048
 * Deform the shape of the whole Bitmap with a (possibly changing in time) vector of force applied to 
2041 2049
 * a (possibly changing in time) point on the Bitmap.
2042 2050
 *     
2043
 * @param i A 2-dimensional Interpolator that, at any given time, returns a Point2D representing 
2044
 *          vector of force that deforms the shapre of the whole Bitmap.
2045
 * @param p A 2-dimensional Interpolator that, at any given time, returns a Point2D representing 
2046
 *          the Center of the Effect.
2047
 * @return ID of the effect added, or -1 if we failed to add one. 
2051
 * @param i     Interpolator that, at any given time, returns a Point2D representing vector of 
2052
 *              force that deforms the shapre of the whole Bitmap.
2053
 * @param point 2-dimensional Interpolator that, at any given time, returns a Point2D representing 
2054
 *              the Center of the Effect.
2055
 * @return      ID of the effect added, or -1 if we failed to add one. 
2048 2056
 */
2049 2057
  public long deform(Interpolator i, Interpolator2D point)
2050 2058
    {  
......
2056 2064
 * Deform the shape of the whole Bitmap with a (possibly changing in time) vector of force applied to 
2057 2065
 * a constant point on the Bitmap.
2058 2066
 * 
2059
 * @param i A 2-dimensional Interpolator that, at any given time, returns a Point2D representing 
2060
 *          vector of force that deforms the shapre of the whole Bitmap.
2061
 * @param p Center of the Effect.
2062
 * @return ID of the effect added, or -1 if we failed to add one. 
2067
 * @param i     Interpolator that, at any given time, returns a Point2D representing 
2068
 *              vector of force that deforms the shapre of the whole Bitmap.
2069
 * @param point Center of the Effect.
2070
 * @return      ID of the effect added, or -1 if we failed to add one. 
2063 2071
 */
2064 2072
  public long deform(Interpolator i, Float2D point)
2065 2073
    {
......
2071 2079
 * Deform the shape of the whole Bitmap with a vector of force smoothly changing from (0,0,0) to v 
2072 2080
 * applied to a constant point on the Bitmap. 
2073 2081
 * 
2074
 * @param v Vector of force.
2075
 * @param p Center of the Effect.
2082
 * @param vector   Vector of force.
2083
 * @param point    Center of the Effect.
2076 2084
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
2077
 * @param count Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
2078
 * @return ID of the effect added, or -1 if we failed to add one. 
2085
 * @param count    Controls how many interpolations we want to do. See {@link Interpolator#setCount(float)}
2086
 * @return         ID of the effect added, or -1 if we failed to add one. 
2079 2087
 */
2080 2088
  public long deform(Float3D vector, Float2D point, int duration, float count)
2081 2089
    {
......
2095 2103
 * <p>
2096 2104
 * Identical to calling the previous method with count=0.5.
2097 2105
 * 
2098
 * @param v Final vector of force.
2099
 * @param p Center of the Effect.
2106
 * @param vector   Final vector of force.
2107
 * @param point    Center of the Effect.
2100 2108
 * @param duration Time, in milliseconds, it takes to do one full interpolation.
2101
 * @return ID of the effect added, or -1 if we failed to add one. 
2109
 * @return         ID of the effect added, or -1 if we failed to add one. 
2102 2110
 */
2103 2111
  public long deform(Float3D vector, Float2D point, int duration)
2104 2112
    {
......
2116 2124
 * Deform the shape of the whole Bitmap with a constant vector of force applied to a constant 
2117 2125
 * point on the Bitmap. 
2118 2126
 * 
2119
 * @param v Vector of force.
2120
 * @param p Center of the Effect.
2121
 * @return ID of the effect added, or -1 if we failed to add one. 
2127
 * @param vector Vector of force.
2128
 * @param point  Center of the Effect.
2129
 * @return       ID of the effect added, or -1 if we failed to add one. 
2122 2130
 */
2123 2131
  public long deform(Float3D vector, Float2D point )
2124 2132
    {
......
2138 2146
 * Pull all points around the center of the effect towards the center (if degree>=1) or push them 
2139 2147
 * away from the center (degree<=1)
... This diff was truncated because it exceeds the maximum size that can be displayed.

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