Ok, I couldn't resist - make the fragments also spin.

svn path=/branches/work/kwin_composite/; revision=644987
This commit is contained in:
Luboš Luňák 2007-03-21 13:28:35 +00:00
parent b75f3dfeb0
commit 61f99cf2f0

View file

@ -10,6 +10,8 @@ License. See the file "COPYING" for the exact licensing terms.
#include "fallapart.h"
#include <math.h>
#include <deleted.h>
#include <scene_opengl.h>
@ -36,7 +38,7 @@ void FallApartEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* regio
*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
glwin->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE );
// Request the window to be divided into cells
glwin->requestVertexGrid( 10 );
glwin->requestVertexGrid( 40 );
}
else
{
@ -61,10 +63,9 @@ void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
i < vertices.count();
i += 4 )
{
// make fragments move in various directions, based on where
// they are (left pieces generally move to the left, etc.)
QPointF p1( vertices[ i ].pos[ 0 ], vertices[ i ].pos[ 1 ] );
QPointF p2( vertices[ i + 1 ].pos[ 0 ], vertices[ i + 1 ].pos[ 1 ] );
QPointF p3( vertices[ i + 2 ].pos[ 0 ], vertices[ i + 2 ].pos[ 1 ] );
QPointF p4( vertices[ i + 3 ].pos[ 0 ], vertices[ i + 3 ].pos[ 1 ] );
double xdiff = 0;
if( p1.x() < w->width() / 2 )
xdiff = -( w->width() / 2 - p1.x()) / w->width() * 100;
@ -76,8 +77,7 @@ void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
if( p1.y() > w->height() / 2 )
ydiff = ( p1.y() - w->height() / 2 ) / w->height() * 100;
double modif = windows[ w ] * windows[ w ] * 64;
// change direction randomly but consistently
srandom( i );
srandom( i ); // change direction randomly but consistently
xdiff += ( rand() % 21 - 10 );
ydiff += ( rand() % 21 - 10 );
for( int j = 0;
@ -87,6 +87,26 @@ void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
vertices[ i + j ].pos[ 0 ] += xdiff * modif;
vertices[ i + j ].pos[ 1 ] += ydiff * modif;
}
// also make the fragments rotate around their center
QPointF center(( vertices[ i ].pos[ 0 ] + vertices[ i + 1 ].pos[ 0 ]
+ vertices[ i + 2 ].pos[ 0 ] + vertices[ i + 3 ].pos[ 0 ] ) / 4,
( vertices[ i ].pos[ 1 ] + vertices[ i + 1 ].pos[ 1 ]
+ vertices[ i + 2 ].pos[ 1 ] + vertices[ i + 3 ].pos[ 1 ] ) / 4 );
double adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly
for( int j = 0;
j < 4;
++j )
{
double x = vertices[ i + j ].pos[ 0 ] - center.x();
double y = vertices[ i + j ].pos[ 1 ] - center.y();
double angle = atan2( y, x );
angle += windows[ w ] * adiff;
double dist = sqrt( x * x + y * y );
x = dist * cos( angle );
y = dist * sin( angle );
vertices[ i + j ].pos[ 0 ] = center.x() + x;
vertices[ i + j ].pos[ 1 ] = center.y() + y;
}
}
glwin->markVerticesDirty();
}