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Revision eada161a

Added by Leszek Koltunski over 7 years ago

Make the effect Center be always 3D.

View differences:

src/main/java/org/distorted/library/EffectNames.java
53 53
   * <p>
54 54
   * Unity: angle==0
55 55
   */
56
  ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           , 1, false, true ),
56
  ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           , 4, false, true ),
57 57
 /**
58 58
   * Rotate the whole Object around a center point (in quaternion notation).
59 59
   * <p>
......
90 90

  
91 91
 /////////////////////////////////////////////////////////////////////////////////
92 92
 // VERTEX EFFECTS
93
 // Always 12 Uniforms: 6 per-effect interpolated values, 2-dimensional center of
93
 // Always 12 Uniforms: 5 per-effect interpolated values, 3-dimensional center of
94 94
 // the effect, 4-dimensional Region
95 95
 /**
96 96
   * Apply a 3D vector of force to area around a point on the surface of the Object.
97 97
   * <p>
98 98
   * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
99
   *            UNUSED , UNUSED,centerX ,centerY ,
99
   *            UNUSED , centerX ,centerY , centerZ,
100 100
   *            regionX,regionY,regionRX,regionRY)
101 101
   * <p>
102 102
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
......
106 106
   * Deform the whole Object by applying a 2D vector of force to a center point.
107 107
   * <p>
108 108
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,
109
   *            UNUSED,UNUSED,centerX,centerY,
109
   *            UNUSED,centerX,centerY,centerZ,
110 110
   *            UNUSED,UNUSED,UNUSED,UNUSED)
111 111
   * <p>
112 112
   * Unity: (forceX,forceY) = (0,0)
......
116 116
   * Pull (or push away) all points around a center point to (from) it.
117 117
   * <p>
118 118
   * Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
119
   *            UNUSED,UNUSED,centerX,centerY,
119
   *            UNUSED,centerX,centerY,centerZ,
120 120
   *            regionX,regionY,regionRX,regionRY)
121 121
   * <p>
122 122
   * Unity: sinkFactor = 1
......
126 126
   * Smoothly rotate a limited area around a center point.
127 127
   * <p>
128 128
   * Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
129
   *            UNUSED, UNUSED,centerX,centerY,
129
   *            UNUSED, centerX,centerY,centerZ,
130 130
   *            regionX,regionY,regionRX,regionRY)
131 131
   * <p>
132 132
   * Unity: swirlAngle = 0
......
137 137
   * parameters. Details: {@link DistortedObject#wave(Data5D,Data2D)}
138 138
   * <p>
139 139
   * Uniforms: (amplitude,length,phase,angleAlpha,
140
   *            angleBeta, UNUSED,centerX,centerY,
140
   *            angleBeta,centerX,centerY,centerZ,
141 141
   *            regionX,regionY,regionRX,regionRY)
142 142
   * <p>
143 143
   * Unity: amplitude  = 0

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