/* * 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 fxLeafSpread3DInit(CompScreen * s, CompWindow * w) { ANIM_WINDOW(w); if (!tessellateIntoRectangles(w, 20, 14, 15.0f)) return; PolygonSet *pset = aw->polygonSet; PolygonObject *p = pset->polygons; float fadeDuration = 0.26; float life = 0.4; float spreadFac = 3.5; float randYMax = 0.07; float winFacX = WIN_W(w) / 800.0; float winFacY = WIN_H(w) / 800.0; float winFacZ = (WIN_H(w) + WIN_W(w)) / 2.0 / 800.0; 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 * winFacX * spreadFac * (xx + 0.5 * (RAND_FLOAT() - 0.5)); float y = speed * winFacY * spreadFac * (yy + 0.5 * (RAND_FLOAT() - 0.5)); float z = speed * winFacZ * 7 * ((RAND_FLOAT() - 0.5) / 0.5); p->finalRelPos.x = x; p->finalRelPos.y = y; p->finalRelPos.z = z; p->moveStartTime = p->centerRelPos.y * (1 - fadeDuration - randYMax) + randYMax * RAND_FLOAT(); p->moveDuration = 1; p->fadeStartTime = p->moveStartTime + life; if (p->fadeStartTime > 1 - fadeDuration) p->fadeStartTime = 1 - fadeDuration; p->fadeDuration = fadeDuration; p->finalRotAng = 150; } pset->doDepthTest = TRUE; pset->doLighting = TRUE; pset->correctPerspective = CorrectPerspectivePolygon; aw->animTotalTime /= LEAFSPREAD_PERCEIVED_T; aw->animRemainingTime = aw->animTotalTime; }