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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted 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 //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.message.EffectMessage;
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import org.distorted.library.type.Data1D;
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import org.distorted.library.type.Data3D;
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import org.distorted.library.type.Data4D;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic3D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.DynamicQuat;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectQueueMatrix extends EffectQueue
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{
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private static final int NUM_UNIFORMS = 7;
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private static final int NUM_CACHE = 0;
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private static final int INDEX = EffectTypes.MATRIX.ordinal();
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private static float[] mMVPMatrix = new float[16];
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private static float[] mTmpMatrix = new float[16];
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private static float[] mViewMatrix= new float[16];
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private static int mObjDH; // This is a handle to half a Object dimensions
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private static int mDepthH; // Handle to the max Depth, i.e (farplane-nearplane)/2
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private static int mMVPMatrixH; // pass in the transformation matrix
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private static int mMVMatrixH; // pass in the modelview matrix.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectQueueMatrix(long id)
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{
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super(id,NUM_UNIFORMS,NUM_CACHE,INDEX );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void multiplyByQuat(float[] matrix, float X, float Y, float Z, float W)
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{
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float xx= X * X;
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float xy= X * Y;
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float xz= X * Z;
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float xw= X * W;
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float yy= Y * Y;
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float yz= Y * Z;
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float yw= Y * W;
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float zz= Z * Z;
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float zw= Z * W;
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mTmpMatrix[0] = 1 - 2 * ( yy + zz );
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mTmpMatrix[1] = 2 * ( xy - zw );
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mTmpMatrix[2] = 2 * ( xz + yw );
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mTmpMatrix[4] = 2 * ( xy + zw );
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mTmpMatrix[5] = 1 - 2 * ( xx + zz );
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mTmpMatrix[6] = 2 * ( yz - xw );
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mTmpMatrix[8] = 2 * ( xz - yw );
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mTmpMatrix[9] = 2 * ( yz + xw );
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mTmpMatrix[10] = 1 - 2 * ( xx + yy );
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mTmpMatrix[3] = mTmpMatrix[7] = mTmpMatrix[11] = mTmpMatrix[12] = mTmpMatrix[13] = mTmpMatrix[14] = 0;
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mTmpMatrix[15] = 1;
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Matrix.multiplyMM(mMVPMatrix, 0, matrix, 0, mTmpMatrix, 0);
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matrix[ 0] = mMVPMatrix[ 0];
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matrix[ 1] = mMVPMatrix[ 1];
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matrix[ 2] = mMVPMatrix[ 2];
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matrix[ 3] = mMVPMatrix[ 3];
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matrix[ 4] = mMVPMatrix[ 4];
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matrix[ 5] = mMVPMatrix[ 5];
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matrix[ 6] = mMVPMatrix[ 6];
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matrix[ 7] = mMVPMatrix[ 7];
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matrix[ 8] = mMVPMatrix[ 8];
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matrix[ 9] = mMVPMatrix[ 9];
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matrix[10] = mMVPMatrix[10];
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matrix[11] = mMVPMatrix[11];
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matrix[12] = mMVPMatrix[12];
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matrix[13] = mMVPMatrix[13];
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matrix[14] = mMVPMatrix[14];
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matrix[15] = mMVPMatrix[15];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// here construct the ModelView and the ModelViewProjection Matrices
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void constructMatrices(DistortedOutputSurface projection, float halfX, float halfY)
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{
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Matrix.setIdentityM(mViewMatrix, 0);
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Matrix.translateM(mViewMatrix, 0, -projection.mWidth/2, projection.mHeight/2, -projection.mDistance);
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float x,y,z, sx,sy,sz;
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for(int i=0; i<mNumEffects; i++)
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{
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if (mName[i] == EffectNames.ROTATE.ordinal() )
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{
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x = mUniforms[NUM_UNIFORMS*i+4];
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y = mUniforms[NUM_UNIFORMS*i+5];
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z = mUniforms[NUM_UNIFORMS*i+6];
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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Matrix.rotateM( mViewMatrix, 0, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(mViewMatrix, 0,-x, y,-z);
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}
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else if(mName[i] == EffectNames.QUATERNION.ordinal() )
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{
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x = mUniforms[NUM_UNIFORMS*i+4];
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y = mUniforms[NUM_UNIFORMS*i+5];
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z = mUniforms[NUM_UNIFORMS*i+6];
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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multiplyByQuat(mViewMatrix, mUniforms[NUM_UNIFORMS*i], mUniforms[NUM_UNIFORMS*i+1], mUniforms[NUM_UNIFORMS*i+2], mUniforms[NUM_UNIFORMS*i+3]);
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Matrix.translateM(mViewMatrix, 0,-x, y,-z);
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}
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else if(mName[i] == EffectNames.MOVE.ordinal() )
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{
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sx = mUniforms[NUM_UNIFORMS*i ];
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sy = mUniforms[NUM_UNIFORMS*i+1];
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sz = mUniforms[NUM_UNIFORMS*i+2];
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Matrix.translateM(mViewMatrix, 0, sx,-sy, sz);
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}
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else if(mName[i] == EffectNames.SCALE.ordinal() )
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{
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sx = mUniforms[NUM_UNIFORMS*i ];
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sy = mUniforms[NUM_UNIFORMS*i+1];
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sz = mUniforms[NUM_UNIFORMS*i+2];
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Matrix.scaleM(mViewMatrix, 0, sx, sy, sz);
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}
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else if(mName[i] == EffectNames.SHEAR.ordinal() )
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{
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sx = mUniforms[NUM_UNIFORMS*i ];
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sy = mUniforms[NUM_UNIFORMS*i+1];
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sz = mUniforms[NUM_UNIFORMS*i+2];
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x = mUniforms[NUM_UNIFORMS*i+4];
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y = mUniforms[NUM_UNIFORMS*i+5];
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z = mUniforms[NUM_UNIFORMS*i+6];
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Matrix.translateM(mViewMatrix, 0, x,-y, z);
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mViewMatrix[4] += sx*mViewMatrix[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
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mViewMatrix[5] += sx*mViewMatrix[1]; // 0 1 0 0
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mViewMatrix[6] += sx*mViewMatrix[2]; // 0 0 1 0
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mViewMatrix[7] += sx*mViewMatrix[3]; // 0 0 0 1
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mViewMatrix[0] += sy*mViewMatrix[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. Y-shear.
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mViewMatrix[1] += sy*mViewMatrix[5]; // y 1 0 0
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mViewMatrix[2] += sy*mViewMatrix[6]; // 0 0 1 0
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mViewMatrix[3] += sy*mViewMatrix[7]; // 0 0 0 1
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mViewMatrix[4] += sz*mViewMatrix[8]; // Multiply viewMatrix by 1 0 0 0 , i.e. Z-shear.
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mViewMatrix[5] += sz*mViewMatrix[9]; // 0 1 0 0
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mViewMatrix[6] += sz*mViewMatrix[10];// 0 z 1 0
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mViewMatrix[7] += sz*mViewMatrix[11];// 0 0 0 1
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Matrix.translateM(mViewMatrix, 0,-x, y, -z);
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}
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}
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Matrix.translateM(mViewMatrix, 0, halfX,-halfY, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, projection.mProjectionMatrix, 0, mViewMatrix, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mObjDH = GLES30.glGetUniformLocation(mProgramH, "u_objD");
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mDepthH = GLES30.glGetUniformLocation(mProgramH, "u_Depth");
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mMVPMatrixH= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
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mMVMatrixH = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getMVP()
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{
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return mMVPMatrix;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return true if in the queue there are only translations, scales, x- and y-shears, and rotations along
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// a vector which is perpendicular to the screen, i.e. if the resulting matrix keeps the front wall of the
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// Mesh parallel to the screen.
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boolean canUseShortcut()
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{
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for(int i=0; i<mNumEffects; i++)
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{
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if (mName[i] == EffectNames.ROTATE.ordinal() )
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{
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if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false; // rotation along vector with x or y non-zero
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}
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else if(mName[i] == EffectNames.QUATERNION.ordinal() )
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{
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if( mUniforms[NUM_UNIFORMS*i] != 0.0f || mUniforms[NUM_UNIFORMS*i+1] != 0.0f ) return false; // quaternion rotation along vector with x or y non-zero
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}
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else if(mName[i] == EffectNames.SHEAR.ordinal() )
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{
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if( mUniforms[NUM_UNIFORMS*i+2] != 0.0f ) return false; // shear with non-zero Z
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}
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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mCurrentDuration[i] += step;
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if( mInter[0][i]!=null && mInter[0][i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<EffectTypes.LENGTH)+EffectTypes.MATRIX.type,
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mName[i],
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mObjectID);
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if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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else mInter[0][i] = null;
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}
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if( mInter[1][i]!=null )
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{
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mInter[1][i].interpolateMain(mUniforms, NUM_UNIFORMS*i+4, mCurrentDuration[i], step);
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}
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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mUniforms[NUM_UNIFORMS*index+4] = mUniforms[NUM_UNIFORMS*(index+1)+4];
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mUniforms[NUM_UNIFORMS*index+5] = mUniforms[NUM_UNIFORMS*(index+1)+5];
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mUniforms[NUM_UNIFORMS*index+6] = mUniforms[NUM_UNIFORMS*(index+1)+6];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void send(DistortedOutputSurface projection, float halfX, float halfY, float halfZ)
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{
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constructMatrices(projection,halfX,halfY);
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GLES30.glUniform3f( mObjDH , halfX, halfY, halfZ);
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GLES30.glUniform1f( mDepthH, projection.mDepth);
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GLES30.glUniformMatrix4fv(mMVMatrixH , 1, false, mViewMatrix, 0);
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GLES30.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix , 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// move, scale
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synchronized long add(EffectNames eln, Data3D vector)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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mInter[1][mNumEffects] = null;
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if( vector instanceof Dynamic3D)
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{
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mInter[0][mNumEffects] = (Dynamic3D)vector;
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}
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else if( vector instanceof Static3D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects ] = ((Static3D)vector).getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)vector).getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)vector).getZ();
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}
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else return -1;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// rotate - static axis
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synchronized long add(EffectNames eln, Data1D angle, Static3D axis, Data3D center)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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if( angle instanceof Dynamic1D)
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{
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mInter[0][mNumEffects] = (Dynamic1D)angle;
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}
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else if( angle instanceof Static1D)
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects] = ((Static1D)angle).getX();
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}
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else return -1;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = axis.getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = axis.getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = axis.getZ();
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if( center instanceof Dynamic3D)
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{
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mInter[1][mNumEffects] = (Dynamic3D)center;
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}
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else if( center instanceof Static3D )
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{
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mInter[1][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
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mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
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}
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else return -1;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// quaternion or rotate - dynamic axis
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synchronized long add(EffectNames eln, Data4D data, Data3D center)
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{
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if( mMax[INDEX]>mNumEffects )
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{
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if( data instanceof Dynamic4D )
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{
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mInter[0][mNumEffects] = (Dynamic4D)data;
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}
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else if( data instanceof DynamicQuat)
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{
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mInter[0][mNumEffects] = (DynamicQuat)data;
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}
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else if( data instanceof Static4D )
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{
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mInter[0][mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects ] = ((Static4D)data).getX();
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static4D)data).getY();
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386
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static4D)data).getZ();
|
387
|
mUniforms[NUM_UNIFORMS*mNumEffects+3] = ((Static4D)data).getW();
|
388
|
}
|
389
|
else return -1;
|
390
|
|
391
|
if( center instanceof Dynamic3D)
|
392
|
{
|
393
|
mInter[1][mNumEffects] = (Dynamic3D)center;
|
394
|
}
|
395
|
else if( center instanceof Static3D )
|
396
|
{
|
397
|
mInter[1][mNumEffects] = null;
|
398
|
mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
|
399
|
mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
|
400
|
mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
|
401
|
}
|
402
|
else return -1;
|
403
|
|
404
|
return addBase(eln);
|
405
|
}
|
406
|
|
407
|
return -1;
|
408
|
}
|
409
|
|
410
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
411
|
// shear
|
412
|
|
413
|
synchronized long add(EffectNames eln, Data3D shear, Data3D center)
|
414
|
{
|
415
|
if( mMax[INDEX]>mNumEffects )
|
416
|
{
|
417
|
if( shear instanceof Dynamic3D)
|
418
|
{
|
419
|
mInter[0][mNumEffects] = (Dynamic3D)shear;
|
420
|
}
|
421
|
else if( shear instanceof Static3D )
|
422
|
{
|
423
|
mInter[0][mNumEffects] = null;
|
424
|
mUniforms[NUM_UNIFORMS*mNumEffects ] = ((Static3D)shear).getX();
|
425
|
mUniforms[NUM_UNIFORMS*mNumEffects+1] = ((Static3D)shear).getY();
|
426
|
mUniforms[NUM_UNIFORMS*mNumEffects+2] = ((Static3D)shear).getZ();
|
427
|
}
|
428
|
else return -1;
|
429
|
|
430
|
if( center instanceof Dynamic3D)
|
431
|
{
|
432
|
mInter[1][mNumEffects] = (Dynamic3D)center;
|
433
|
}
|
434
|
else if( center instanceof Static3D )
|
435
|
{
|
436
|
mInter[1][mNumEffects] = null;
|
437
|
mUniforms[NUM_UNIFORMS*mNumEffects+4] = ((Static3D)center).getX();
|
438
|
mUniforms[NUM_UNIFORMS*mNumEffects+5] = ((Static3D)center).getY();
|
439
|
mUniforms[NUM_UNIFORMS*mNumEffects+6] = ((Static3D)center).getZ();
|
440
|
}
|
441
|
else return -1;
|
442
|
|
443
|
return addBase(eln);
|
444
|
}
|
445
|
|
446
|
return -1;
|
447
|
}
|
448
|
}
|