Project

General

Profile

Download (30.6 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / DistortedEffectQueues.java @ e6ab30eb

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library;
21

    
22
import android.opengl.GLES20;
23

    
24
import org.distorted.library.message.EffectListener;
25
import org.distorted.library.type.Data1D;
26
import org.distorted.library.type.Data2D;
27
import org.distorted.library.type.Data3D;
28
import org.distorted.library.type.Data4D;
29
import org.distorted.library.type.Data5D;
30
import org.distorted.library.type.Static3D;
31

    
32
///////////////////////////////////////////////////////////////////////////////////////////////////
33
/**
34
 * Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
35
 * <p>
36
 * The queues hold actual effects to be applied to a given (DistortedTexture,GridObject) combo.
37
 */
38
public class DistortedEffectQueues
39
  {
40
  private static long mNextID =0;
41
  private long mID;
42

    
43
  private EffectQueueMatrix    mM;
44
  private EffectQueueFragment  mF;
45
  private EffectQueueVertex    mV;
46

    
47
  private boolean matrixCloned, vertexCloned, fragmentCloned;
48

    
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50
    
51
  private void initializeEffectLists(DistortedEffectQueues d, int flags)
52
    {
53
    if( (flags & Distorted.CLONE_MATRIX) != 0 )
54
      {
55
      mM = d.mM;
56
      matrixCloned = true;
57
      }
58
    else
59
      {
60
      mM = new EffectQueueMatrix(mID);
61
      matrixCloned = false;
62
      }
63
    
64
    if( (flags & Distorted.CLONE_VERTEX) != 0 )
65
      {
66
      mV = d.mV;
67
      vertexCloned = true;
68
      }
69
    else
70
      {
71
      mV = new EffectQueueVertex(mID);
72
      vertexCloned = false;
73
      }
74
    
75
    if( (flags & Distorted.CLONE_FRAGMENT) != 0 )
76
      {
77
      mF = d.mF;
78
      fragmentCloned = true;
79
      }
80
    else
81
      {
82
      mF = new EffectQueueFragment(mID);
83
      fragmentCloned = false;
84
      }
85
    }
86

    
87
///////////////////////////////////////////////////////////////////////////////////////////////////
88
   
89
  void drawPriv(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
90
    {
91
    DistortedFramebuffer.deleteAllMarked();
92

    
93
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
94

    
95
    mM.compute(currTime);
96
    mM.send(df,tex.mHalfX,tex.mHalfY,tex.mHalfZ);
97
      
98
    mV.compute(currTime);
99
    mV.send(tex.mHalfX,tex.mHalfY,tex.mHalfZ);
100
        
101
    mF.compute(currTime);
102
    mF.send(tex.mHalfX,tex.mHalfY);
103

    
104
    grid.draw();
105
    }
106

    
107
///////////////////////////////////////////////////////////////////////////////////////////////////
108
   
109
  void drawNoEffectsPriv(DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
110
    {
111
    GLES20.glViewport(0, 0, df.mWidth, df.mHeight);
112

    
113
    mM.sendZero(df,tex.mHalfX,tex.mHalfY,tex.mHalfZ);
114
    mV.sendZero();
115
    mF.sendZero();
116

    
117
    grid.draw();
118
    }
119
    
120
///////////////////////////////////////////////////////////////////////////////////////////////////
121
   
122
  private void releasePriv()
123
    {
124
    if( !matrixCloned  ) mM.abortAll(false);
125
    if( !vertexCloned  ) mV.abortAll(false);
126
    if( !fragmentCloned) mF.abortAll(false);
127

    
128
    mM = null;
129
    mV = null;
130
    mF = null;
131
    }
132

    
133
///////////////////////////////////////////////////////////////////////////////////////////////////
134
// PUBLIC API
135
///////////////////////////////////////////////////////////////////////////////////////////////////
136
/**
137
 * Create empty effect queue.
138
 */
139
  public DistortedEffectQueues()
140
    {
141
    mID = mNextID++;
142
    initializeEffectLists(this,0);
143
    }
144

    
145
///////////////////////////////////////////////////////////////////////////////////////////////////
146
/**
147
 * Copy constructor.
148
 * <p>
149
 * Whatever we do not clone gets created just like in the default constructor.
150
 * We only call this from the descendant's classes' constructors where we have to pay attention
151
 * to give it the appropriate type of a DistortedObject!
152
 *
153
 * @param dc    Source object to create our object from
154
 * @param flags A bitmask of values specifying what to copy.
155
 *              For example, CLONE_VERTEX | CLONE_MATRIX.
156
 */
157
  public DistortedEffectQueues(DistortedEffectQueues dc, int flags)
158
    {
159
    mID = mNextID++;
160
    initializeEffectLists(dc,flags);
161
    }
162

    
163
///////////////////////////////////////////////////////////////////////////////////////////////////
164
/**
165
 * Draw the DistortedObject to the location specified by current Matrix effects.    
166
 *     
167
 * @param currTime current time, in milliseconds.
168
 *        This gets passed on to Dynamics inside the Effects that are currently applied to the
169
 *        Object.
170
 */
171
  public void draw(long currTime, DistortedTexture tex, GridObject grid)
172
    {
173
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
174
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
175
    drawPriv(currTime, tex, grid, Distorted.mFramebuffer);
176
    }
177

    
178
///////////////////////////////////////////////////////////////////////////////////////////////////
179
/**
180
 * Draw the DistortedObject to the Framebuffer passed.
181
 *
182
 * @param currTime Current time, in milliseconds.
183
 * @param df       Framebuffer to render this to.
184
 */
185
  public void draw(long currTime, DistortedTexture tex, GridObject grid, DistortedFramebuffer df)
186
    {
187
    df.setAsOutput();
188
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex.mTextureDataH[0]);
189
    drawPriv(currTime, tex, grid, df);
190
    }
191

    
192
///////////////////////////////////////////////////////////////////////////////////////////////////
193
/**
194
 * Releases all resources.
195
 */
196
  public synchronized void delete()
197
    {
198
    releasePriv();
199
    }
200

    
201
///////////////////////////////////////////////////////////////////////////////////////////////////
202
/**
203
 * Returns unique ID of this instance.
204
 *
205
 * @return ID of the object.
206
 */
207
  public long getID()
208
      {
209
      return mID;
210
      }
211

    
212
///////////////////////////////////////////////////////////////////////////////////////////////////
213
/**
214
 * Adds the calling class to the list of Listeners that get notified each time some event happens 
215
 * to one of the Effects that are currently applied to the DistortedObject.
216
 * 
217
 * @param el A class implementing the EffectListener interface that wants to get notifications.
218
 */
219
  public void addEventListener(EffectListener el)
220
    {
221
    mV.addListener(el);
222
    mF.addListener(el);
223
    mM.addListener(el);
224
    }
225

    
226
///////////////////////////////////////////////////////////////////////////////////////////////////
227
/**
228
 * Removes the calling class from the list of Listeners.
229
 * 
230
 * @param el A class implementing the EffectListener interface that no longer wants to get notifications.
231
 */
232
  public void removeEventListener(EffectListener el)
233
    {
234
    mV.removeListener(el);
235
    mF.removeListener(el);
236
    mM.removeListener(el);
237
    }
238

    
239
///////////////////////////////////////////////////////////////////////////////////////////////////
240
/**
241
 * Aborts all Effects.
242
 * @return Number of effects aborted.
243
 */
244
  public int abortAllEffects()
245
      {
246
      return mM.abortAll(true) + mV.abortAll(true) + mF.abortAll(true);
247
      }
248

    
249
///////////////////////////////////////////////////////////////////////////////////////////////////
250
/**
251
 * Aborts all Effects of a given type, for example all MATRIX Effects.
252
 * 
253
 * @param type one of the constants defined in {@link EffectTypes}
254
 * @return Number of effects aborted.
255
 */
256
  public int abortEffects(EffectTypes type)
257
    {
258
    switch(type)
259
      {
260
      case MATRIX  : return mM.abortAll(true);
261
      case VERTEX  : return mV.abortAll(true);
262
      case FRAGMENT: return mF.abortAll(true);
263
      default      : return 0;
264
      }
265
    }
266
    
267
///////////////////////////////////////////////////////////////////////////////////////////////////
268
/**
269
 * Aborts a single Effect.
270
 * 
271
 * @param id ID of the Effect we want to abort.
272
 * @return number of Effects aborted. Always either 0 or 1.
273
 */
274
  public int abortEffect(long id)
275
    {
276
    int type = (int)(id&EffectTypes.MASK);
277

    
278
    if( type==EffectTypes.MATRIX.type   ) return mM.removeByID(id>>EffectTypes.LENGTH);
279
    if( type==EffectTypes.VERTEX.type   ) return mV.removeByID(id>>EffectTypes.LENGTH);
280
    if( type==EffectTypes.FRAGMENT.type ) return mF.removeByID(id>>EffectTypes.LENGTH);
281

    
282
    return 0;
283
    }
284

    
285
///////////////////////////////////////////////////////////////////////////////////////////////////
286
/**
287
 * Abort all Effects of a given name, for example all rotations.
288
 * 
289
 * @param name one of the constants defined in {@link EffectNames}
290
 * @return number of Effects aborted.
291
 */
292
  public int abortEffects(EffectNames name)
293
    {
294
    switch(name.getType())
295
      {
296
      case MATRIX  : return mM.removeByType(name);
297
      case VERTEX  : return mV.removeByType(name);
298
      case FRAGMENT: return mF.removeByType(name);
299
      default      : return 0;
300
      }
301
    }
302
    
303
///////////////////////////////////////////////////////////////////////////////////////////////////
304
/**
305
 * Print some info about a given Effect to Android's standard out. Used for debugging only.
306
 * 
307
 * @param id Effect ID we want to print info about
308
 * @return <code>true</code> if a single Effect of type effectType has been found.
309
 */
310
    
311
  public boolean printEffect(long id)
312
    {
313
    int type = (int)(id&EffectTypes.MASK);
314

    
315
    if( type==EffectTypes.MATRIX.type   )  return mM.printByID(id>>EffectTypes.LENGTH);
316
    if( type==EffectTypes.VERTEX.type   )  return mV.printByID(id>>EffectTypes.LENGTH);
317
    if( type==EffectTypes.FRAGMENT.type )  return mF.printByID(id>>EffectTypes.LENGTH);
318

    
319
    return false;
320
    }
321
   
322
///////////////////////////////////////////////////////////////////////////////////////////////////   
323
///////////////////////////////////////////////////////////////////////////////////////////////////
324
// Individual effect functions.
325
///////////////////////////////////////////////////////////////////////////////////////////////////
326
// Matrix-based effects
327
///////////////////////////////////////////////////////////////////////////////////////////////////
328
/**
329
 * Moves the Object by a (possibly changing in time) vector.
330
 * 
331
 * @param vector 3-dimensional Data which at any given time will return a Static3D
332
 *               representing the current coordinates of the vector we want to move the Object with.
333
 * @return       ID of the effect added, or -1 if we failed to add one.
334
 */
335
  public long move(Data3D vector)
336
    {   
337
    return mM.add(EffectNames.MOVE,vector);
338
    }
339

    
340
///////////////////////////////////////////////////////////////////////////////////////////////////
341
/**
342
 * Scales the Object by (possibly changing in time) 3D scale factors.
343
 * 
344
 * @param scale 3-dimensional Data which at any given time returns a Static3D
345
 *              representing the current x- , y- and z- scale factors.
346
 * @return      ID of the effect added, or -1 if we failed to add one.
347
 */
348
  public long scale(Data3D scale)
349
    {   
350
    return mM.add(EffectNames.SCALE,scale);
351
    }
352

    
353
///////////////////////////////////////////////////////////////////////////////////////////////////
354
/**
355
 * Scales the Object by one uniform, constant factor in all 3 dimensions. Convenience function.
356
 *
357
 * @param scale The factor to scale all 3 dimensions with.
358
 * @return      ID of the effect added, or -1 if we failed to add one.
359
 */
360
  public long scale(float scale)
361
    {
362
    return mM.add(EffectNames.SCALE, new Static3D(scale,scale,scale));
363
    }
364

    
365
///////////////////////////////////////////////////////////////////////////////////////////////////
366
/**
367
 * Rotates the Object by 'angle' degrees around the center.
368
 * Static axis of rotation is given by the last parameter.
369
 *
370
 * @param angle  Angle that we want to rotate the Object to. Unit: degrees
371
 * @param axis   Axis of rotation
372
 * @param center Coordinates of the Point we are rotating around.
373
 * @return       ID of the effect added, or -1 if we failed to add one.
374
 */
375
  public long rotate(Data1D angle, Static3D axis, Data3D center )
376
    {   
377
    return mM.add(EffectNames.ROTATE, angle, axis, center);
378
    }
379

    
380
///////////////////////////////////////////////////////////////////////////////////////////////////
381
/**
382
 * Rotates the Object by 'angle' degrees around the center.
383
 * Here both angle and axis can dynamically change.
384
 *
385
 * @param angleaxis Combined 4-tuple representing the (angle,axisX,axisY,axisZ).
386
 * @param center    Coordinates of the Point we are rotating around.
387
 * @return          ID of the effect added, or -1 if we failed to add one.
388
 */
389
  public long rotate(Data4D angleaxis, Data3D center)
390
    {
391
    return mM.add(EffectNames.ROTATE, angleaxis, center);
392
    }
393

    
394
///////////////////////////////////////////////////////////////////////////////////////////////////
395
/**
396
 * Rotates the Object by quaternion.
397
 *
398
 * @param quaternion The quaternion describing the rotation.
399
 * @param center     Coordinates of the Point we are rotating around.
400
 * @return           ID of the effect added, or -1 if we failed to add one.
401
 */
402
  public long quaternion(Data4D quaternion, Data3D center )
403
    {
404
    return mM.add(EffectNames.QUATERNION,quaternion,center);
405
    }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Shears the Object.
410
 *
411
 * @param shear   The 3-tuple of shear factors. The first controls level
412
 *                of shearing in the X-axis, second - Y-axis and the third -
413
 *                Z-axis. Each is the tangens of the shear angle, i.e 0 -
414
 *                no shear, 1 - shear by 45 degrees (tan(45deg)=1) etc.
415
 * @param center  Center of shearing, i.e. the point which stays unmoved.
416
 * @return        ID of the effect added, or -1 if we failed to add one.
417
 */
418
  public long shear(Data3D shear, Data3D center)
419
    {
420
    return mM.add(EffectNames.SHEAR, shear, center);
421
    }
422

    
423
///////////////////////////////////////////////////////////////////////////////////////////////////
424
// Fragment-based effects  
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426
/**
427
 * Makes a certain sub-region of the Object smoothly change all three of its RGB components.
428
 *        
429
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
430
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
431
 *               Valid range: <0,1>
432
 * @param color  Color to mix. (1,0,0) is RED.
433
 * @param region Region this Effect is limited to.
434
 * @param smooth If true, the level of 'blend' will smoothly fade out towards the edges of the region.
435
 * @return       ID of the effect added, or -1 if we failed to add one.
436
 */
437
  public long chroma(Data1D blend, Data3D color, Data4D region, boolean smooth)
438
    {
439
    return mF.add( smooth? EffectNames.SMOOTH_CHROMA:EffectNames.CHROMA, blend, color, region);
440
    }
441

    
442
///////////////////////////////////////////////////////////////////////////////////////////////////
443
/**
444
 * Makes the whole Object smoothly change all three of its RGB components.
445
 *
446
 * @param blend  1-dimensional Data that returns the level of blend a given pixel will be
447
 *               mixed with the next parameter 'color': pixel = (1-level)*pixel + level*color.
448
 *               Valid range: <0,1>
449
 * @param color  Color to mix. (1,0,0) is RED.
450
 * @return       ID of the effect added, or -1 if we failed to add one.
451
 */
452
  public long chroma(Data1D blend, Data3D color)
453
    {
454
    return mF.add(EffectNames.CHROMA, blend, color);
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458
/**
459
 * Makes a certain sub-region of the Object smoothly change its transparency level.
460
 *        
461
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any given
462
 *               moment: pixel.a *= alpha.
463
 *               Valid range: <0,1>
464
 * @param region Region this Effect is limited to. 
465
 * @param smooth If true, the level of 'alpha' will smoothly fade out towards the edges of the region.
466
 * @return       ID of the effect added, or -1 if we failed to add one. 
467
 */
468
  public long alpha(Data1D alpha, Data4D region, boolean smooth)
469
    {
470
    return mF.add( smooth? EffectNames.SMOOTH_ALPHA:EffectNames.ALPHA, alpha, region);
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474
/**
475
 * Makes the whole Object smoothly change its transparency level.
476
 *
477
 * @param alpha  1-dimensional Data that returns the level of transparency we want to have at any
478
 *               given moment: pixel.a *= alpha.
479
 *               Valid range: <0,1>
480
 * @return       ID of the effect added, or -1 if we failed to add one.
481
 */
482
  public long alpha(Data1D alpha)
483
    {
484
    return mF.add(EffectNames.ALPHA, alpha);
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488
/**
489
 * Makes a certain sub-region of the Object smoothly change its brightness level.
490
 *        
491
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
492
 *                   at any given moment. Valid range: <0,infinity)
493
 * @param region     Region this Effect is limited to.
494
 * @param smooth     If true, the level of 'brightness' will smoothly fade out towards the edges of the region.
495
 * @return           ID of the effect added, or -1 if we failed to add one.
496
 */
497
  public long brightness(Data1D brightness, Data4D region, boolean smooth)
498
    {
499
    return mF.add( smooth ? EffectNames.SMOOTH_BRIGHTNESS: EffectNames.BRIGHTNESS, brightness, region);
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503
/**
504
 * Makes the whole Object smoothly change its brightness level.
505
 *
506
 * @param brightness 1-dimensional Data that returns the level of brightness we want to have
507
 *                   at any given moment. Valid range: <0,infinity)
508
 * @return           ID of the effect added, or -1 if we failed to add one.
509
 */
510
  public long brightness(Data1D brightness)
511
    {
512
    return mF.add(EffectNames.BRIGHTNESS, brightness);
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516
/**
517
 * Makes a certain sub-region of the Object smoothly change its contrast level.
518
 *        
519
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
520
 *                 at any given moment. Valid range: <0,infinity)
521
 * @param region   Region this Effect is limited to.
522
 * @param smooth   If true, the level of 'contrast' will smoothly fade out towards the edges of the region.
523
 * @return         ID of the effect added, or -1 if we failed to add one.
524
 */
525
  public long contrast(Data1D contrast, Data4D region, boolean smooth)
526
    {
527
    return mF.add( smooth ? EffectNames.SMOOTH_CONTRAST:EffectNames.CONTRAST, contrast, region);
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531
/**
532
 * Makes the whole Object smoothly change its contrast level.
533
 *
534
 * @param contrast 1-dimensional Data that returns the level of contrast we want to have
535
 *                 at any given moment. Valid range: <0,infinity)
536
 * @return         ID of the effect added, or -1 if we failed to add one.
537
 */
538
  public long contrast(Data1D contrast)
539
    {
540
    return mF.add(EffectNames.CONTRAST, contrast);
541
    }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544
/**
545
 * Makes a certain sub-region of the Object smoothly change its saturation level.
546
 *        
547
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
548
 *                   at any given moment. Valid range: <0,infinity)
549
 * @param region     Region this Effect is limited to.
550
 * @param smooth     If true, the level of 'saturation' will smoothly fade out towards the edges of the region.
551
 * @return           ID of the effect added, or -1 if we failed to add one.
552
 */
553
  public long saturation(Data1D saturation, Data4D region, boolean smooth)
554
    {
555
    return mF.add( smooth ? EffectNames.SMOOTH_SATURATION:EffectNames.SATURATION, saturation, region);
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Makes the whole Object smoothly change its saturation level.
561
 *
562
 * @param saturation 1-dimensional Data that returns the level of saturation we want to have
563
 *                   at any given moment. Valid range: <0,infinity)
564
 * @return           ID of the effect added, or -1 if we failed to add one.
565
 */
566
  public long saturation(Data1D saturation)
567
    {
568
    return mF.add(EffectNames.SATURATION, saturation);
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572
// Vertex-based effects  
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574
/**
575
 * Distort a (possibly changing in time) part of the Object by a (possibly changing in time) vector of force.
576
 *
577
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
578
 *               currently being dragged with.
579
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
580
 * @param region Region that masks the Effect.
581
 * @return       ID of the effect added, or -1 if we failed to add one.
582
 */
583
  public long distort(Data3D vector, Data3D center, Data4D region)
584
    {  
585
    return mV.add(EffectNames.DISTORT, vector, center, region);
586
    }
587

    
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589
/**
590
 * Distort the whole Object by a (possibly changing in time) vector of force.
591
 *
592
 * @param vector 3-dimensional Vector which represents the force the Center of the Effect is
593
 *               currently being dragged with.
594
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
595
 * @return       ID of the effect added, or -1 if we failed to add one.
596
 */
597
  public long distort(Data3D vector, Data3D center)
598
    {
599
    return mV.add(EffectNames.DISTORT, vector, center, null);
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603
/**
604
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
605
 * a (possibly changing in time) point on the Object.
606
 *
607
 * @param vector Vector of force that deforms the shape of the whole Object.
608
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
609
 * @param region Region that masks the Effect.
610
 * @return       ID of the effect added, or -1 if we failed to add one.
611
 */
612
  public long deform(Data3D vector, Data3D center, Data4D region)
613
    {
614
    return mV.add(EffectNames.DEFORM, vector, center, region);
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
/**
619
 * Deform the shape of the whole Object with a (possibly changing in time) vector of force applied to
620
 * a (possibly changing in time) point on the Object.
621
 *     
622
 * @param vector Vector of force that deforms the shape of the whole Object.
623
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
624
 * @return       ID of the effect added, or -1 if we failed to add one.
625
 */
626
  public long deform(Data3D vector, Data3D center)
627
    {  
628
    return mV.add(EffectNames.DEFORM, vector, center, null);
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////  
632
/**
633
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
634
 * away from the center (degree<=1)
635
 *
636
 * @param sink   The current degree of the Effect.
637
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
638
 * @param region Region that masks the Effect.
639
 * @return       ID of the effect added, or -1 if we failed to add one.
640
 */
641
  public long sink(Data1D sink, Data3D center, Data4D region)
642
    {
643
    return mV.add(EffectNames.SINK, sink, center, region);
644
    }
645

    
646
///////////////////////////////////////////////////////////////////////////////////////////////////
647
/**
648
 * Pull all points around the center of the Effect towards the center (if degree>=1) or push them
649
 * away from the center (degree<=1)
650
 *
651
 * @param sink   The current degree of the Effect.
652
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
653
 * @return       ID of the effect added, or -1 if we failed to add one.
654
 */
655
  public long sink(Data1D sink, Data3D center)
656
    {
657
    return mV.add(EffectNames.SINK, sink, center);
658
    }
659

    
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
/**
662
 * Pull all points around the center of the Effect towards a line passing through the center
663
 * (that's if degree>=1) or push them away from the line (degree<=1)
664
 *
665
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
666
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
667
 * @param region Region that masks the Effect.
668
 * @return       ID of the effect added, or -1 if we failed to add one.
669
 */
670
  public long pinch(Data2D pinch, Data3D center, Data4D region)
671
    {
672
    return mV.add(EffectNames.PINCH, pinch, center, region);
673
    }
674

    
675
///////////////////////////////////////////////////////////////////////////////////////////////////
676
/**
677
 * Pull all points around the center of the Effect towards a line passing through the center
678
 * (that's if degree>=1) or push them away from the line (degree<=1)
679
 *
680
 * @param pinch  The current degree of the Effect + angle the line forms with X-axis
681
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
682
 * @return       ID of the effect added, or -1 if we failed to add one.
683
 */
684
  public long pinch(Data2D pinch, Data3D center)
685
    {
686
    return mV.add(EffectNames.PINCH, pinch, center);
687
    }
688

    
689
///////////////////////////////////////////////////////////////////////////////////////////////////  
690
/**
691
 * Rotate part of the Object around the Center of the Effect by a certain angle.
692
 *
693
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
694
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
695
 * @param region Region that masks the Effect.
696
 * @return       ID of the effect added, or -1 if we failed to add one.
697
 */
698
  public long swirl(Data1D swirl, Data3D center, Data4D region)
699
    {    
700
    return mV.add(EffectNames.SWIRL, swirl, center, region);
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704
/**
705
 * Rotate the whole Object around the Center of the Effect by a certain angle.
706
 *
707
 * @param swirl  The angle of Swirl (in degrees). Positive values swirl clockwise.
708
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
709
 * @return       ID of the effect added, or -1 if we failed to add one.
710
 */
711
  public long swirl(Data1D swirl, Data3D center)
712
    {
713
    return mV.add(EffectNames.SWIRL, swirl, center);
714
    }
715

    
716
///////////////////////////////////////////////////////////////////////////////////////////////////
717
/**
718
 * Directional, sinusoidal wave effect.
719
 *
720
 * @param wave   A 5-dimensional data structure describing the wave: first member is the amplitude,
721
 *               second is the wave length, third is the phase (i.e. when phase = PI/2, the sine
722
 *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
723
 *               describe the 'direction' of the wave.
724
 *               <p>
725
 *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
726
 *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
727
 *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
728
 *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
729
 *               <p>
730
 *               <p>
731
 *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
732
 *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
733
 *               will be sine shapes.
734
 *               <p>
735
 *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
736
 *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
737
 *               YZ-plane with be sine shapes.
738
 *               <p>
739
 *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
740
 *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
741
 *               value if sin at this point.
742
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
743
 * @return       ID of the effect added, or -1 if we failed to add one.
744
 */
745
  public long wave(Data5D wave, Data3D center)
746
    {
747
    return mV.add(EffectNames.WAVE, wave, center, null);
748
    }
749

    
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751
/**
752
 * Directional, sinusoidal wave effect.
753
 *
754
 * @param wave   see {@link DistortedObject#wave(Data5D,Data3D)}
755
 * @param center 3-dimensional Data that, at any given time, returns the Center of the Effect.
756
 * @param region Region that masks the Effect.
757
 * @return       ID of the effect added, or -1 if we failed to add one.
758
 */
759
  public long wave(Data5D wave, Data3D center, Data4D region)
760
    {
761
    return mV.add(EffectNames.WAVE, wave, center, region);
762
    }
763
  }
(2-2/15)