/*
* 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;
}
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