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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import android.opengl.Matrix;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Scale the Mesh by 3D scale factors.
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*/
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public class MatrixEffectScale extends MatrixEffect
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{
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private final Data3D mScale;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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{
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return mScale.get(uniforms,index,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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* <p>
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* Here and in Shear we have the whole reason why there are two separate 'P' and 'V' (Point and
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* Vector) matrices - Scale and Shear have to manipulate Points and Normal Vectors differently.
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*
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* Points get multiplied by (sx,sy,sz) - and vectors by (1/sx,1/sy,1/sz) (think about it!) - or
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* better by sx*sy*sz*(1/sx,1/sy,1/sz) to avoid dividing my zero (vectors are normalized after)
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*
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* @y.exclude
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*/
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public void apply(float[] matrixP, float[] matrixV, float[] uniforms, int index)
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{
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float sx = uniforms[NUM_FLOAT_UNIFORMS*index ];
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float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
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float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
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Matrix.scaleM(matrixP, 0, sx, sy, sz);
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Matrix.scaleM(matrixV, 0, sy*sz, sx*sz, sx*sy);
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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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* Scale the Mesh by 3D scale factors.
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*
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* @param scale current x- , y- and z- scale factors.
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*/
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public MatrixEffectScale(Data3D scale)
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{
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super(EffectName.SCALE);
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mScale = scale;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Scale the Mesh by 3D scale factors.
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*
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* @param scale Common x,y, and z scale factor.
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*/
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public MatrixEffectScale(float scale)
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{
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super(EffectName.SCALE);
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mScale = new Static3D(scale,scale,scale);
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}
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}
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