/**
* 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 KoĆodziejski
* 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;
}
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