You know what that is
Code
Configuration
Configuration.AddSlider("sides", "Sides", "", 3, 100, 7);
Configuration.AddSlider("angle", "Angle", "", 0, 360, 0);
Configuration.AddSlider("rotation", "Rotation", "", 0, 360, 0);
Configuration.AddSlider("centerX", "Center X", "What percentage of the images width is Center X", 3, 100, 50);
Configuration.AddSlider("centerY", "Center Y", "What percentage of the images height is Center Y", 3, 100, 50);
Execution
// Joel Besada
// https://github.com/JoelBesada/JSManipulate
// Plus PAEz touch here and there
function getBilerpixel(l, x, y, w, h) {
var corner = [];
var xi, yi, xip, xip1;
var yip, yip1;
xi = ~~x;
yi = ~~y;
xip = Math.max(Math.min(xi, w - 1), 0);
xip1 = Math.max(Math.min(xi + 1, w - 1), 0);
yip1 = Math.max(Math.min(yi + 1, h - 1), 0);
yip = Math.max(Math.min(yi, h - 1), 0);
corner[0] = l.GetPixel(xip, yip, 0, 0); //this.layers[l].data32[xip + yip];
corner[1] = l.GetPixel(xip1, yip, 0, 0); //this.layers[l].data32[xip1 + yip];
corner[2] = l.GetPixel(xip, yip1, 0, 0); //this.layers[l].data32[xip + yip1];
corner[3] = l.GetPixel(xip1, yip1, 0, 0); //this.layers[l].data32[xip1 + yip1];
return cosineInterpolate(corner, (x - xi), (y - yi));
}
function cosineInterpolate(v, x, y) {
var f1, f2, mf1, mf2, g0, g1, g2, g3;
var color, r, g, b;
mf1 = (1 - Math.cos(x * Math.PI)) * 0.5;
mf2 = (1 - Math.cos(y * Math.PI)) * 0.5;
var f1 = 1 - mf1;
var f2 = 1 - mf2;
var g0 = f1 * f2;
var g1 = mf1 * f2;
var g2 = f1 * mf2;
var g3 = mf1 * mf2;
color = ((v[0] & 255) * g0 + (v[1] & 255) * g1 + (v[2] & 255) * g2 + (v[3] & 255) * g3);
color = color | ((((v[0] >> 8 & 255) * g0 + (v[1] >> 8 & 255) * g1 + (v[2] >> 8 & 255) * g2 + (v[3] >> 8 & 255) * g3) & 255) << 8);
color = color | ((((v[0] >> 16 & 255) * g0 + (v[1] >> 16 & 255) * g1 + (v[2] >> 16 & 255) * g2 + (v[3] >> 16 & 255) * g3) & 255) << 16);
color = color | ((((v[0] >> 24 & 255) * g0 + (v[1] >> 24 & 255) * g1 + (v[2] >> 24 & 255) * g2 + (v[3] >> 24 & 255) * g3) & 255) << 24);
return color;
}
transformFilter = function(inputData, outputData, transformInverse, width, height) {
var out = [];
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
transformInverse.apply(this, [x, y, out]);
var srcX = out[0];
var srcY = out[1];
var w = width - 2;
var h = height - 2;
var direction = 1;
while (srcX < 0 || srcX > w) {
if (srcX > w) {
srcX = w - (srcX - w);
direction = -1;
}
if (srcX < 0) {
srcX *= -1;
direction = 1;
}
}
while (srcY < 0 || srcY > h) {
if (srcY > h) {
srcY = h - (srcY - h);
direction = -1;
}
if (srcY < 0) {
srcY *= -1;
direction = 1;
}
}
//var srcX2=srcX+direction;
//var srcY2=srcY+direction;
var rgba = getBilerpixel(inputData, srcX, srcY, width - 1, height - 1);
outputData.SetPixel(x, y, 0, 0, rgba);
}
}
}
mod = function(a, b) {
var n = parseInt(a / b);
a -= n * b;
if (a < 0) {
return a + b;
}
return a;
}
triangle = function(x) {
var r = this.mod(x, 1);
return 2 * (r < 0.5 ? r : 1 - r);
}
filter = function(angle, rotation, sides, centerX, centerY) {
var input = Document.RasterImage;
var width = input.sizeX;
var height = input.sizeY;
var clone;
clone = Document.Duplicate();
clone = clone.RasterImage;
var iCenterX = width * centerX;
var iCenterY = height * centerY;
angle = angle / 180 * Math.PI;
rotation = rotation / 180 * Math.PI;
var transInverse = function(x, y, out) {
var dx = x - iCenterX;
var dy = y - iCenterY;
var r = Math.sqrt(dx * dx + dy * dy);
var theta = Math.atan2(dy, dx) - angle - rotation;
theta = triangle(theta / Math.PI * sides * 0.5);
theta += angle;
out[0] = iCenterX + r * Math.cos(theta);
out[1] = iCenterY + r * Math.sin(theta);
}
transformFilter(clone, input, transInverse, width, height);
}
var angle = Configuration.angle;
var rotation = Configuration.rotation;
var sides = Configuration.sides;
var centerX = Configuration.centerX/100;
var centerY = Configuration.centerY/100;
filter(angle, rotation, sides, centerX, centerY);
slow this one, so turn off preview
Note
Converting code that doesn't work right in the first place SUX!!