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authorTimothy Pearson <kb9vqf@pearsoncomputing.net>2013-01-26 13:16:15 -0600
committerTimothy Pearson <kb9vqf@pearsoncomputing.net>2013-01-26 13:16:15 -0600
commit7e09b5c2efae58399621a938de26b9675b8ba621 (patch)
treede2c9535e1f4c48ae91910492d298eba1d593fd5 /tdescreensaver/kdesavers/firesaverparticle.cpp
parent159f7e147ac33c924b3ce9050c8f03cbc54916ee (diff)
downloadtdeartwork-7e09b5c2efae58399621a938de26b9675b8ba621.tar.gz
tdeartwork-7e09b5c2efae58399621a938de26b9675b8ba621.zip
Rename a number of libraries and executables to avoid conflicts with KDE4
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diff --git a/tdescreensaver/kdesavers/firesaverparticle.cpp b/tdescreensaver/kdesavers/firesaverparticle.cpp
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+// This file is part of KFireSaver3D.
+
+// KFireSaver3D 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.
+
+// KFireSaver3D 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 KFireSaver3D; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+
+
+// Author: Enrico Ros, based on the great work of David Sansome (kfiresaver)
+// Email: asy@libero.it
+
+#include <math.h>
+#include <stdlib.h>
+
+#include "firesaverparticle.h"
+#include "firesaver.h"
+
+//current color scheme : red orng grn blue w m c
+static const GLfloat c_red_min[7] = { 0.4, 0.9, 0, 0, 1, 0, 0 };
+static const GLfloat c_red_max[7] = { 1, 1, 0, 0, 1, 1, 0 };
+static const GLfloat c_green_min[7] = { 0, 0.4, 0.4, 0, 1, 0, 0 };
+static const GLfloat c_green_max[7] = { 0, 0.5, 1, 0.5, 1, 0, 1 };
+static const GLfloat c_blue_min[7] = { 0, 0.1, 0, 0.5, 1, 0, 0 };
+static const GLfloat c_blue_max[7] = { 0, 0.2, 0, 1, 1, 1, 1 };
+
+
+//default initialization (good for Leader / Fire)
+Particle :: Particle( ParticleType pT )
+ : particleType( pT ), explosionsDepth( 0 ), texture( 0 ),
+ xpos( 0.0 ), ypos( 0.0 ), zpos( -9.9 ),
+ xspeed( 0.0 ), yspeed( 0.0 ), zspeed( 0.0 ), zacc( -9.807 ),
+ life( 0.0 ), startLife( 0.0 ),
+ pixelSize( 5.0 ), useLife( true ), flicker( 0 )
+{
+ colour[0] = 0;
+ colour[1] = 0;
+ colour[2] = 0;
+ colour[3] = 1;
+}
+
+
+void Particle :: initializeValues (
+ int cs,
+ Particle* debrisParent,
+ GLfloat powermin, GLfloat powermax,
+ bool flickers,
+ GLfloat *displace )
+//note: this function is called when a particle needs a set of default parameters.
+// these depends on the ParticleType.
+{
+ switch (particleType)
+ {
+// -- FireParticle (params: [cs])
+// born in a rectangle centered in { 0, 0, -9.9 }
+// speed 3-6 [m/s] blue/cyan colored
+// this is only done at the beginning or when a particle dies
+ case FireParticle:
+ xpos = DRAND * FIELDWIDTH - FIELDW_2;
+ ypos = DRAND - 2.0;
+
+ xspeed = DRAND * 4.0 - 2.0;
+ yspeed = DRAND * 2.0;
+ zspeed = DRAND * 3.0 + 3.0;
+
+ useLife = false;
+ pixelSize = 2.0 + DRAND * 2.0;
+ break;
+
+// -- FireWorkLeaderParticle (params: none)
+// they start in a rectangle at the same height but
+// with different power and the same 'orange' colour
+ case FireWorkLeaderParticle:
+ xpos = DRAND * 14.0 - 7.0;
+ ypos = DRAND * 2.0 - 1.0;
+
+ xspeed = DRAND * 8.0 - 4.0 - (xpos / 2.0)*DRAND;
+ yspeed = DRAND * 8.0 - 4.0;
+ zspeed = DRAND * 6.5 + 18.0;
+
+ colour[0] = 0.6;
+ colour[1] = DRAND * 0.4;
+ colour[2] = 0.0;
+
+ useLife = false;
+ break;
+
+// -- LogoParticle (params: none)
+// they start in the middle of the screen.
+// little g-force, constant life, weavy-y
+ case LogoParticle:
+ yspeed = 3*(DRAND - DRAND);
+ zacc = -9.807f / 5.0f;
+
+ startLife = 0.7f;
+ life = 1.7f;
+ break;
+
+// -- StarParticle (params: none)
+// spherically distributed. xpos and ypos are the
+// transformed screen positions of the star.
+ case StarParticle:
+ colour[0] = DRAND * 0.2 + 0.5;
+ colour[1] = DRAND * 0.2 + 0.5;
+ colour[2] = DRAND * 0.2 + 0.5;
+
+ {bool accepted = false;
+ while (!accepted) {
+ float module = 30,
+ theta = DRAND * M_PI * 2.0,
+ u = DRAND * 2.0 - 1.0,
+ root = sqrt( 1 - u*u );
+ xpos = module * root * cos(theta);
+ ypos = fabs(module * root * sin(theta)) - 10.0;
+ zpos = fabs(module * u);
+
+ float sfactor = 256.0 / (256.0 + PERSP_MAG_FACTOR*ypos);
+ xpos *= sfactor;
+ ypos = sfactor * zpos - FIELDW_2;
+
+ pixelSize = sfactor * (2.0 + 3.0*DRAND);
+
+ accepted = xpos > -FIELDW_2 && xpos < FIELDW_2 &&
+ ypos > -FIELDW_2 && ypos < FIELDW_2;
+ }}
+ break;
+
+// -- FireWorkDebrisParticle (params: cs, parent, [powerm], [powerM], [flickers], [displace])
+// parameters are randomized for a 'spherical' explosion.
+// power{min,max}, flickers and displace applies only for that
+// kind of ParticleType.
+ case FireWorkDebrisParticle:
+
+ //same origin of the dead leader
+ xpos = debrisParent->xpos;
+ ypos = debrisParent->ypos;
+ zpos = debrisParent->zpos;
+
+ //true spherical randomization
+ float module = powermin + DRAND * (powermax - powermin),
+ theta = DRAND * M_PI * 2.0,
+ u = DRAND * 2.0 - 1.0,
+ root = sqrt( 1 - u*u );
+ xspeed = debrisParent->xspeed + module * root * cos(theta) * (1.0 + DRAND/3.0);
+ yspeed = debrisParent->yspeed + module * root * sin(theta) * (1.0 + DRAND/3.0);
+ zspeed = module * u * (1.0 + DRAND/3.0); //was 0.9 + DRAND/3
+
+ //if set add a displace to speed
+ if ( displace ) {
+ xspeed += displace[0];
+ yspeed += displace[1];
+ zspeed += displace[2];
+ }
+
+ //randomize the color choosing on current palette
+ colour[0] = c_red_min[cs] + (c_red_max[cs]-c_red_min[cs]) * DRAND;
+ colour[1] = c_green_min[cs] + (c_green_max[cs]-c_green_min[cs]) * DRAND;
+ colour[2] = c_blue_min[cs] + (c_blue_max[cs]-c_blue_min[cs]) * DRAND;
+
+ pixelSize = DRAND * 2.0 + 2.0;
+ zacc = -9.807 / (6.0 - pixelSize);
+
+ life = startLife = pixelSize / 2.0;
+
+ //if flickers is set the current visible delay is randomized
+ if ( flickers )
+ flicker = (int) ((DRAND * 2.0 - 1.0) * (float)FLICKER_FRAMES_DELAY);
+ break;
+ }
+}
+
+
+void Particle :: updateParameters( float dT )
+//note: this procedure uses a reduced set of parameters
+// x and y axis acceleration is no more used
+// the only external iterations are:
+// - the g force
+// - a sort of air friction that limits speed in x,y and
+// acceleration on z
+{
+ xpos += xspeed * dT;
+ ypos += yspeed * dT;
+ zpos += (zspeed + zacc*dT/2) * dT;
+
+ zspeed += zacc * dT;
+
+ xspeed *= 0.998;
+ yspeed *= 0.998;
+ zspeed *= 0.999;
+
+ if (useLife)
+ life -= dT;
+}
+
+
+// BEGIN TurningParticle class
+
+TurningParticle :: TurningParticle( ParticleType pT )
+ : Particle( pT ) {}
+
+void TurningParticle :: initializeValues (
+ int cs,
+ Particle* leader,
+ GLfloat powermin,
+ GLfloat powermax,
+ bool /*flickers*/,
+ GLfloat * /*displace*/ )
+{
+ //same origin of the parent
+ xpos = leader->xpos;
+ ypos = leader->ypos;
+ zpos = leader->zpos;
+
+ //velocity : true spherical randomization
+ float module = powermin + (powermax - powermin) * DRAND * 0.6,
+ theta = DRAND * M_PI * 2.0,
+ u = DRAND * 2.0 - 1.0,
+ root = sqrt( 1 - u*u );
+ xspeed = -module * root * cos(theta);
+ yspeed = -module * root * sin(theta);
+ zspeed = module * u;
+
+ //spin axis : in quadrature with velocity
+ module = (1 + DRAND) / 40;
+ u = DRAND * 2.0 - 1.0;
+ root = sqrt( 1 - u*u );
+ // axis to spin around
+ wx = module * root * cos(theta + M_PI_2);
+ wy = module * root * sin(theta + M_PI_2);
+ wz = module * u;
+
+ //randomize the color choosing on current palette
+ colour[0] = c_red_min[cs] + (c_red_max[cs]-c_red_min[cs]) * DRAND;
+ colour[1] = c_green_min[cs] + (c_green_max[cs]-c_green_min[cs]) * DRAND;
+ colour[2] = c_blue_min[cs] + (c_blue_max[cs]-c_blue_min[cs]) * DRAND;
+
+ pixelSize = DRAND * 2.0 + 2.0;
+ zacc = -9.807 / 5.0;
+ life = startLife = pixelSize / 2.0;
+}
+
+
+void TurningParticle :: updateParameters ( float dT )
+{
+ //update position
+ xpos += xspeed * dT;
+ ypos += yspeed * dT;
+ zpos += zspeed * dT;
+
+ //tan vector = velocity vector (vect producted by) spin axis
+ float vx = yspeed * wz - zspeed * wy,
+ vy = zspeed * wx - xspeed * wz,
+ vz = xspeed * wy - yspeed * wx;
+
+ //update velocity adding a tangential component (aka infinitesimally
+ //rotating the vector)
+ xspeed += vx;
+ yspeed += vy;
+ zspeed += vz + zacc * dT;
+
+ if (useLife)
+ life -= dT;
+}
+
+//END TurningParticle