/*
 * Animation plugin for compiz/beryl
 *
 * animation.c
 *
 * Copyright : (C) 2006 Erkin Bahceci
 * E-mail    : erkinbah@gmail.com
 *
 * Based on Wobbly and Minimize plugins by
 *           : David Reveman
 * E-mail    : davidr@novell.com>
 *
 * Particle system added by : (C) 2006 Dennis Kasprzyk
 * E-mail                   : onestone@beryl-project.org
 *
 * Beam-Up added by : Florencio Guimaraes
 * E-mail           : florencio@nexcorp.com.br
 *
 * Hexagon tessellator added by : Mike Slegeir
 * E-mail                       : mikeslegeir@mail.utexas.edu>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

#include "animation-internal.h"

void fxDomino3DInit(CompScreen * s, CompWindow * w)
{
    ANIM_WINDOW(w);
    ANIM_SCREEN(s);

    Bool isRazr = (aw->curAnimEffect == AnimEffectRazr3D);

    int fallDir;

    if (isRazr)
	fallDir = getAnimationDirection
	    (w, animGetOptVal(as, aw, ANIM_SCREEN_OPTION_RAZR_DIRECTION), TRUE);
    else
	fallDir = getAnimationDirection
	    (w, animGetOptVal(as, aw, ANIM_SCREEN_OPTION_DOMINO_DIRECTION),
	     TRUE);

    int defaultGridSize = 20;
    float minCellSize = 30;
    int gridSizeX;
    int gridSizeY;
    int fallDirGridSize;
    float minDistStartEdge;		// half piece size in [0,1] range
    float gridCellW;
    float gridCellH;
    float cellAspectRatio = 1.25;

    if (isRazr)
	cellAspectRatio = 1;

    // Determine sensible domino piece sizes
    if (fallDir == AnimDirectionDown || fallDir == AnimDirectionUp)
    {
	if (minCellSize > BORDER_W(w))
	    minCellSize = BORDER_W(w);
	if (BORDER_W(w) / defaultGridSize < minCellSize)
	    gridSizeX = (int)(BORDER_W(w) / minCellSize);
	else
	    gridSizeX = defaultGridSize;
	gridCellW = BORDER_W(w) / gridSizeX;
	gridSizeY = (int)(BORDER_H(w) / (gridCellW * cellAspectRatio));
	if (gridSizeY == 0)
	    gridSizeY = 1;
	gridCellH = BORDER_H(w) / gridSizeY;
	fallDirGridSize = gridSizeY;
    }
    else
    {
	if (minCellSize > BORDER_H(w))
	    minCellSize = BORDER_H(w);
	if (BORDER_H(w) / defaultGridSize < minCellSize)
	    gridSizeY = (int)(BORDER_H(w) / minCellSize);
	else
	    gridSizeY = defaultGridSize;
	gridCellH = BORDER_H(w) / gridSizeY;
	gridSizeX = (int)(BORDER_W(w) / (gridCellH * cellAspectRatio));
	if (gridSizeX == 0)
	    gridSizeX = 1;
	gridCellW = BORDER_W(w) / gridSizeX;
	fallDirGridSize = gridSizeX;
    }
    minDistStartEdge = (1.0 / fallDirGridSize) / 2;

    float thickness = MIN(gridCellW, gridCellH) / 3.5;

    if (!tessellateIntoRectangles(w, gridSizeX, gridSizeY, thickness))
	return;

    float rotAxisX = 0;
    float rotAxisY = 0;
    Point3d rotAxisOff = { 0, 0, thickness / 2 };
    float posX = 0;				// position of standing piece
    float posY = 0;
    float posZ = 0;
    int nFallingColumns = gridSizeX;
    float gridCellHalfW = gridCellW / 2;
    float gridCellHalfH = gridCellH / 2;

    switch (fallDir)
    {
    case AnimDirectionDown:
	rotAxisX = -1;
	if (isRazr)
	    rotAxisOff.y = -gridCellHalfH;
	else
	{
	    posY = -(gridCellHalfH + thickness);
	    posZ = gridCellHalfH - thickness / 2;
	}
	break;
    case AnimDirectionLeft:
	rotAxisY = -1;
	if (isRazr)
	    rotAxisOff.x = gridCellHalfW;
	else
	{
	    posX = gridCellHalfW + thickness;
	    posZ = gridCellHalfW - thickness / 2;
	}
	nFallingColumns = gridSizeY;
	break;
    case AnimDirectionUp:
	rotAxisX = 1;
	if (isRazr)
	    rotAxisOff.y = gridCellHalfH;
	else
	{
	    posY = gridCellHalfH + thickness;
	    posZ = gridCellHalfH - thickness / 2;
	}
	break;
    case AnimDirectionRight:
	rotAxisY = 1;
	if (isRazr)
	    rotAxisOff.x = -gridCellHalfW;
	else
	{
	    posX = -(gridCellHalfW + thickness);
	    posZ = gridCellHalfW - thickness / 2;
	}
	nFallingColumns = gridSizeY;
	break;
    }

    float fadeDuration;
    float riseDuration;
    float riseTimeRandMax = 0.2;

    if (isRazr)
    {
	riseDuration = (1 - riseTimeRandMax) / fallDirGridSize;
	fadeDuration = riseDuration / 2;
    }
    else
    {
	fadeDuration = 0.18;
	riseDuration = 0.2;
    }
    float *riseTimeRandSeed = calloc(nFallingColumns, sizeof(float));

    if (!riseTimeRandSeed)
	// TODO: log error here
	return;
    int i;

    for (i = 0; i < nFallingColumns; i++)
	riseTimeRandSeed[i] = RAND_FLOAT();

    PolygonSet *pset = aw->polygonSet;
    PolygonObject *p = pset->polygons;

    for (i = 0; i < pset->nPolygons; i++, p++)
    {
	p->rotAxis.x = rotAxisX;
	p->rotAxis.y = rotAxisY;
	p->rotAxis.z = 0;

	p->finalRelPos.x = posX;
	p->finalRelPos.y = posY;
	p->finalRelPos.z = posZ;

	// dist. from rise-start / fall-end edge in window ([0,1] range)
	float distStartEdge = 0;

	// dist. from edge perpendicular to movement (for move start time)
	// so that same the blocks in same row/col. appear to knock down
	// the next one
	float distPerpEdge = 0;

	switch (fallDir)
	{
	case AnimDirectionUp:
	    distStartEdge = p->centerRelPos.y;
	    distPerpEdge = p->centerRelPos.x;
	    break;
	case AnimDirectionRight:
	    distStartEdge = 1 - p->centerRelPos.x;
	    distPerpEdge = p->centerRelPos.y;
	    break;
	case AnimDirectionDown:
	    distStartEdge = 1 - p->centerRelPos.y;
	    distPerpEdge = p->centerRelPos.x;
	    break;
	case AnimDirectionLeft:
	    distStartEdge = p->centerRelPos.x;
	    distPerpEdge = p->centerRelPos.y;
	    break;
	}

	float riseTimeRand =
	    riseTimeRandSeed[(int)(distPerpEdge * nFallingColumns)] *
	    riseTimeRandMax;

	p->moveDuration = riseDuration;

	float mult = 1;
	if (fallDirGridSize > 1)
	    mult = ((distStartEdge - minDistStartEdge) /
		    (1 - 2 * minDistStartEdge));
	if (isRazr)
	{
	    p->moveStartTime =
		mult *
		(1 - riseDuration - riseTimeRandMax) + riseTimeRand;
	    p->fadeStartTime = p->moveStartTime + riseDuration / 2;
	    p->finalRotAng = -180;

	    p->rotAxisOffset.x = rotAxisOff.x;
	    p->rotAxisOffset.y = rotAxisOff.y;
	    p->rotAxisOffset.z = rotAxisOff.z;
	}
	else
	{
	    p->moveStartTime =
		mult *
		(1 - riseDuration - riseTimeRandMax) +
		riseTimeRand;
	    p->fadeStartTime =
		p->moveStartTime + riseDuration - riseTimeRand + 0.03;
	    p->finalRotAng = -90;
	}
	if (p->fadeStartTime > 1 - fadeDuration)
	    p->fadeStartTime = 1 - fadeDuration;
	p->fadeDuration = fadeDuration;
    }
    free(riseTimeRandSeed);
    pset->doDepthTest = TRUE;
    pset->doLighting = TRUE;
    pset->correctPerspective = CorrectPerspectivePolygon;

    aw->animTotalTime /= DOMINO_PERCEIVED_T;
    aw->animRemainingTime = aw->animTotalTime;
}


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