Package engine.base

Examples of engine.base.Vector3


    return OutputType.SCALAR;
  }
 
 
  final protected Vector3 transform(float u, float v) {
    Vector3 p = transformation.getMatrix().mult(new Vector3(u, v, 1.0f));
    p.x = p.x - FMath.ffloor(p.x);
    p.y = p.y - FMath.ffloor(p.y);
    return p;
  }
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    return p;
  }
 
  @Override
  public Vector4 valueRGBA(float u, float v) {
    Vector3 p = transform(u, v);
    Vector4 val = _valueRGBA(p.x, p.y);
    return val;
  }
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    c0.add_ip(0.5f);
    c0.clamp(0.0f, 1.0f);
   
    float d = desaturate.get();
    if (d != 0.0f) {
      Vector3 temp = c0.getVector3();
      Utils.rgbToHSV_ip(temp);
      temp.y *= (1.0f - d);
      Utils.hsvToRGB_ip(temp);
      c0.setXYZ(temp.x, temp.y, temp.z);
    }
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    return OutputType.SCALAR;
  }
 
  private final Vector4 _function(Vector4 in0, float du, float dv) {
    Vector4 c = new Vector4(in0);
    Vector3 n = new Vector3(du*strength.get(), dv*strength.get(), 0.0f);
   
    float a = FMath.deg2rad(angle.get());
    Vector3 dir = new Vector3(FMath.cos(a),FMath.sin(a),0);
    float addValue = n.dot(dir);
   
    c.x = Math.max(0.0f, Math.min(1.0f, c.x + addValue));
    c.y = Math.max(0.0f, Math.min(1.0f, c.y + addValue));
    c.z = Math.max(0.0f, Math.min(1.0f, c.z + addValue));
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      //val += noise.sample(new Vector3(u*freq*scaleX.get(), v*freq*scaleY.get(), 0.0f))*mult;
     
      // seems to be a better periodic force
      float valueAdd = 0.0f;
      if (isPeriodic) valueAdd = noise.sample3dPeriodic(new Vector3(u*freq*scaleX.get(), v*freq*scaleY.get(),0.0f), (int)(freq*scaleX.get()), (int)(freq*scaleY.get()), 256)*mult;
      else valueAdd = noise.sample(new Vector3(u*freq*scaleX.get(), v*freq*scaleY.get(), 0.0f))*mult;
     
      val += valueAdd;
     
     
      freq *= 2.0f;
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    return OutputType.RGBA;
  }
 
 
  final protected Vector3 transform(float u, float v) {
    Vector3 p = transformation.getMatrix().mult(new Vector3(u, v, 1.0f));
    p.x = p.x - FMath.ffloor(p.x);
    p.y = p.y - FMath.ffloor(p.y);
    return p;
  }
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    return p;
  }
 
  //!!TODO; find an acceptable way to use the cache here (tiled cache is the problem here)
  protected void cache_function(Vector4 out, TileCacheEntry[] caches, int localX, int localY, float u, float v) {
    Vector3 p = transform(u, v);
    out.set(inputChannels[0].valueRGBA(p.x, p.y));
  }
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    out.set(inputChannels[0].valueRGBA(p.x, p.y));
  }

 
  protected Vector4 _valueRGBA(float u, float v) {
    Vector3 p = transform(u, v);
    return inputChannels[0].valueRGBA(p.x, p.y);
  }
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    else System.err.println("Invalid channel access in " + this);
    return OutputType.SCALAR;
  }
 
  private final Vector4 _function(float du, float dv) {
    Vector3 n = new Vector3(du*strength.get(), dv*strength.get(), 1.0f);
    n.normalize();
   
    Vector4 c = new Vector4(n.x * 0.5f + 0.5f, n.y * 0.5f + 0.5f, n.z * 0.5f + 0.5f, 1.0f);
    return c;
  }
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    color.set(r, g, b);
    notifyParamChangeListener();
  }
 
  public Vector3 get() {
    return new Vector3(color);
  }
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