/** * 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> * * Hexagon tessellator added by : Mike Slegeir * E-mail : mikeslegeir@mail.utexas.edu> * * Fold and Skewer added by : Tomasz KoƂodziejski * E-mail : tkolodziejski@gmail.com * * 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" static void getDirection (int *dir, int *c, int direction) { switch (direction) { case 0: // left dir[(*c)++] = 0; break; case 1: // right dir[(*c)++] = 1; break; case 2: // left-right dir[(*c)++] = 0; dir[(*c)++] = 1; break; case 3: // up dir[(*c)++] = 2; break; case 4: // downs dir[(*c)++] = 3; break; case 5: // up-down dir[(*c)++] = 2; dir[(*c)++] = 3; break; case 6: // in dir[(*c)++] = 4; break; case 7: // out dir[(*c)++] = 5; break; case 8: // in-out dir[(*c)++] = 4; dir[(*c)++] = 5; break; case 9: // random getDirection (dir, c, floor (RAND_FLOAT () * 8)); break; } } void fxSkewerInit (CompScreen * s, CompWindow * w) { ANIM_SCREEN (s); ANIM_WINDOW (w); aw->animTotalTime /= SKEWER_PERCEIVED_T; aw->animRemainingTime = aw->animTotalTime; float thickness = animGetF (as, aw, ANIM_SCREEN_OPTION_SKEWER_THICKNESS); int rotation = animGetI (as, aw, ANIM_SCREEN_OPTION_SKEWER_ROTATION); int gridSizeX = animGetI (as, aw, ANIM_SCREEN_OPTION_SKEWER_GRIDSIZE_X); int gridSizeY = animGetI (as, aw, ANIM_SCREEN_OPTION_SKEWER_GRIDSIZE_Y); int dir[2]; // directions array int c = 0; // number of directions getDirection (dir, &c, animGetI (as, aw, ANIM_SCREEN_OPTION_SKEWER_DIRECTION)); if (animGetI (as, aw, ANIM_SCREEN_OPTION_SKEWER_TESS) == PolygonTessHex) { if (!tessellateIntoHexagons (w, gridSizeX, gridSizeY, thickness)) return; } else { if (!tessellateIntoRectangles (w, gridSizeX, gridSizeY, thickness)) return; } PolygonSet *pset = aw->polygonSet; PolygonObject *p = pset->polygons; int times[pset->nPolygons]; int last_time = pset->nPolygons - 1; int i; for (i = 0; i < pset->nPolygons; i++) times[i] = i; for (i = 0; i < pset->nPolygons; i++, p++) { if (c > 0) { switch (dir[(int)floor (RAND_FLOAT () * c)]) { case 0: // left p->finalRelPos.x = -s->width; p->rotAxis.x = rotation; break; case 1: // right p->finalRelPos.x = s->width; p->rotAxis.x = rotation; break; case 2: // up p->finalRelPos.y = -s->height; p->rotAxis.y = rotation; break; case 3: // down p->finalRelPos.y = s->height; p->rotAxis.y = rotation; break; case 4: // in p->finalRelPos.z = -.8 * DEFAULT_Z_CAMERA * s->width; p->rotAxis.x = rotation; p->rotAxis.y = rotation; break; case 5: // out p->finalRelPos.z = .8 * DEFAULT_Z_CAMERA * s->width; p->rotAxis.x = rotation; p->rotAxis.y = rotation; break; } p->finalRotAng = rotation; } // if no direction is set - just fade // choose random start_time int rand_time = floor (RAND_FLOAT () * last_time); p->moveStartTime = 0.8 / (float)pset->nPolygons * times[rand_time]; p->moveDuration = 1 - p->moveStartTime; p->fadeStartTime = p->moveStartTime + 0.2; p->fadeDuration = 1 - p->fadeStartTime; times[rand_time] = times[last_time]; // copy last one over times[rand_time] last_time--; //descrease last_time } pset->doDepthTest = TRUE; pset->doLighting = TRUE; pset->correctPerspective = CorrectPerspectiveWindow; } void fxSkewerAnimStepPolygon (CompWindow * w, PolygonObject * p, float forwardProgress) { float moveProgress = forwardProgress - p->moveStartTime; if (p->moveDuration > 0) moveProgress /= p->moveDuration; if (moveProgress < 0) moveProgress = 0; else if (moveProgress > 1) moveProgress = 1; p->centerPos.x = p->centerPosStart.x + pow (moveProgress, 2) * p->finalRelPos.x; p->centerPos.y = p->centerPosStart.y + pow (moveProgress, 2) * p->finalRelPos.y; p->centerPos.z = p->centerPosStart.z + pow (moveProgress, 2) * p->finalRelPos.z * 1.0f / w->screen->width; // rotate p->rotAngle = pow (moveProgress, 2) * p->finalRotAng + p->rotAngleStart; }