Metaballs::Metaballs():
Layer_Composite(1.0,Color::BLEND_STRAIGHT),
- gradient(Color::black(), Color::white())
+ gradient(Color::black(), Color::white()),
+ threshold(0),
+ threshold2(1),
+ positive(false)
{
centers.push_back(Point( 0, -1.5)); radii.push_back(2.5); weights.push_back(1);
centers.push_back(Point(-2, 1)); radii.push_back(2.5); weights.push_back(1);
IMPORT(gradient);
IMPORT(threshold);
+ IMPORT(threshold2);
+ IMPORT(positive);
return Layer_Composite::set_param(param,value);
}
EXPORT(weights);
EXPORT(centers);
EXPORT(threshold);
+ EXPORT(threshold2);
+ EXPORT(positive);
EXPORT_NAME();
EXPORT_VERSION();
);
ret.push_back(ParamDesc("threshold")
- .set_local_name(_("Threshold"))
+ .set_local_name(_("Gradient Left"))
+ );
+
+ ret.push_back(ParamDesc("threshold2")
+ .set_local_name(_("Gradient Right"))
+ );
+
+ ret.push_back(ParamDesc("positive")
+ .set_local_name(_("Positive Only"))
);
return ret;
}
-static inline Real densityfunc(const synfig::Point &p, const synfig::Point &c, Real R)
+synfig::Layer::Handle
+Metaballs::hit_check(synfig::Context context, const synfig::Point &point)const
+{
+ Real density(totaldensity(point));
+
+ if (density <= 0 || density > 1 || get_amount() == 0)
+ return context.hit_check(point);
+
+ synfig::Layer::Handle tmp;
+
+ if (get_blend_method()==Color::BLEND_BEHIND && (tmp=context.hit_check(point)))
+ return tmp;
+
+ if (Color::is_onto(get_blend_method()) && !(context.hit_check(point)))
+ return 0;
+
+ return const_cast<Metaballs*>(this);
+}
+
+Real
+Metaballs::densityfunc(const synfig::Point &p, const synfig::Point &c, Real R)const
{
const Real dx = p[0] - c[0];
const Real dy = p[1] - c[1];
const Real n = (1 - (dx*dx + dy*dy)/(R*R));
+ if (positive && n < 0) return 0;
return (n*n*n);
/*
}
Real
-Metaballs::totaldensity(const Point &pos) const
+Metaballs::totaldensity(const Point &pos)const
{
Real density = 0;
for(unsigned int i=0;i<centers.size();i++)
density += weights[i] * densityfunc(pos,centers[i], radii[i]);
- return density;
+ return (density - threshold) / (threshold2 - threshold);
}
Color