Revision eada161a
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectNames.java | ||
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* <p> |
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* Unity: angle==0 |
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*/ |
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ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} , 1, false, true ),
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ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} , 4, false, true ),
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/** |
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* Rotate the whole Object around a center point (in quaternion notation). |
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* <p> |
... | ... | |
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///////////////////////////////////////////////////////////////////////////////// |
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// VERTEX EFFECTS |
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// Always 12 Uniforms: 6 per-effect interpolated values, 2-dimensional center of
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// Always 12 Uniforms: 5 per-effect interpolated values, 3-dimensional center of
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// the effect, 4-dimensional Region |
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/** |
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* Apply a 3D vector of force to area around a point on the surface of the Object. |
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* <p> |
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* Uniforms: (forceX ,forceY ,forceZ ,UNUSED , |
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* UNUSED , UNUSED,centerX ,centerY ,
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* UNUSED , centerX ,centerY , centerZ,
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
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* Unity: (forceX,forceY,forceZ) = (0,0,0) |
... | ... | |
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* Deform the whole Object by applying a 2D vector of force to a center point. |
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* <p> |
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* Uniforms: (forceX,forceY,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY,
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* UNUSED,centerX,centerY,centerZ,
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* UNUSED,UNUSED,UNUSED,UNUSED) |
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* <p> |
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* Unity: (forceX,forceY) = (0,0) |
... | ... | |
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* Pull (or push away) all points around a center point to (from) it. |
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* <p> |
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* Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY,
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* UNUSED,centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
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* Unity: sinkFactor = 1 |
... | ... | |
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* Smoothly rotate a limited area around a center point. |
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* <p> |
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* Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED, |
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* UNUSED, UNUSED,centerX,centerY,
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* UNUSED, centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
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* Unity: swirlAngle = 0 |
... | ... | |
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* parameters. Details: {@link DistortedObject#wave(Data5D,Data2D)} |
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* <p> |
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* Uniforms: (amplitude,length,phase,angleAlpha, |
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* angleBeta, UNUSED,centerX,centerY,
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* angleBeta,centerX,centerY,centerZ,
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
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* Unity: amplitude = 0 |
Also available in: Unified diff
Make the effect Center be always 3D.