/*
* 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;
}
syntax highlighted by Code2HTML, v. 0.9.1