/*
* 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"
// ===================== Effect: Wave =========================
static void
fxWaveModelStepObject(CompWindow * w,
Model * model,
Object * object,
float forwardProgress,
float waveAmp, float waveHalfWidth)
{
float origx = w->attrib.x + (WIN_W(w) * object->gridPosition.x -
w->output.left) * model->scale.x;
float origy = w->attrib.y + (WIN_H(w) * object->gridPosition.y -
w->output.top) * model->scale.y;
float wavePosition =
WIN_Y(w) - waveHalfWidth +
forwardProgress * (WIN_H(w) * model->scale.y + 2 * waveHalfWidth);
object->position.y = origy;
object->position.x = origx;
if (fabs(object->position.y - wavePosition) < waveHalfWidth)
object->position.x +=
(object->gridPosition.x - 0.5) * waveAmp *
(cos
((object->position.y -
wavePosition) * M_PI / waveHalfWidth) + 1) / 2;
}
Bool fxWaveModelStep(CompScreen * s, CompWindow * w, float time)
{
if (!defaultAnimStep(s, w, time))
return FALSE;
ANIM_SCREEN(s);
ANIM_WINDOW(w);
Model *model = aw->model;
float forwardProgress = 1 - defaultAnimProgress(aw);
int i;
for (i = 0; i < model->numObjects; i++)
fxWaveModelStepObject(w,
model,
&model->objects[i],
forwardProgress,
WIN_H(w) * model->scale.y *
animGetF(as, aw, ANIM_SCREEN_OPTION_WAVE_AMP),
WIN_H(w) * model->scale.y *
animGetF(as, aw, ANIM_SCREEN_OPTION_WAVE_WIDTH) /
2);
return TRUE;
}
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