/* * 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 fxExplode3DInit(CompScreen * s, CompWindow * w) { ANIM_WINDOW(w); ANIM_SCREEN(s); switch (animGetI(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_TESS)) { case PolygonTessRect: if (!tessellateIntoRectangles(w, animGetI(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_GRIDSIZE_X), animGetI(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_GRIDSIZE_Y), animGetF(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS))) return; break; case PolygonTessHex: if (!tessellateIntoHexagons(w, animGetI(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_GRIDSIZE_X), animGetI(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_GRIDSIZE_Y), animGetF(as, aw, ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS))) return; break; default: return; } PolygonSet *pset = aw->polygonSet; PolygonObject *p = pset->polygons; double sqrt2 = sqrt(2); int i; for (i = 0; i < pset->nPolygons; i++, p++) { p->rotAxis.x = RAND_FLOAT(); p->rotAxis.y = RAND_FLOAT(); p->rotAxis.z = RAND_FLOAT(); float screenSizeFactor = (0.8 * DEFAULT_Z_CAMERA * s->width); float speed = screenSizeFactor / 10 * (0.2 + RAND_FLOAT()); float xx = 2 * (p->centerRelPos.x - 0.5); float yy = 2 * (p->centerRelPos.y - 0.5); float x = speed * 2 * (xx + 0.5 * (RAND_FLOAT() - 0.5)); float y = speed * 2 * (yy + 0.5 * (RAND_FLOAT() - 0.5)); float distToCenter = sqrt(xx * xx + yy * yy) / sqrt2; float moveMult = 1 - distToCenter; moveMult = moveMult < 0 ? 0 : moveMult; float zbias = 0.1; float z = speed * 10 * (zbias + RAND_FLOAT() * pow(moveMult, 0.5)); p->finalRelPos.x = x; p->finalRelPos.y = y; p->finalRelPos.z = z; p->finalRotAng = RAND_FLOAT() * 540 - 270; } pset->allFadeDuration = 0.3f; pset->doDepthTest = TRUE; pset->doLighting = TRUE; pset->correctPerspective = CorrectPerspectivePolygon; pset->backAndSidesFadeDur = 0.2f; aw->animTotalTime /= EXPLODE_PERCEIVED_T; aw->animRemainingTime = aw->animTotalTime; }