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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/attraction.c
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+/* xscreensaver, Copyright (c) 1992-2013 Jamie Zawinski <jwz@jwz.org>
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+/* Simulation of a pair of quasi-gravitational fields, maybe sorta kinda
+ a little like the strong and weak electromagnetic forces. Derived from
+ a Lispm screensaver by John Pezaris <pz@mit.edu>. Viscosity added by
+ Philip Edward Cutone, III <pc2d+@andrew.cmu.edu>.
+
+ John sez:
+
+ The simulation started out as a purely accurate gravitational
+ simulation, but, with constant simulation step size, I quickly
+ realized the field being simulated while grossly gravitational
+ was, in fact, non-conservative. It also had the rather annoying
+ behavior of dealing very badly with colliding orbs. Therefore,
+ I implemented a negative-gravity region (with two thresholds; as
+ I read your code, you only implemented one) to prevent orbs from
+ every coming too close together, and added a viscosity factor if
+ the speed of any orb got too fast. This provides a nice stable
+ system with interesting behavior.
+
+ I had experimented with a number of fields including the van der
+ Waals force (very interesting orbiting behavior) and 1/r^3
+ gravity (not as interesting as 1/r^2). An even normal viscosity
+ (rather than the thresholded version to bleed excess energy) is
+ also not interesting. The 1/r^2, -1/r^2, -10/r^2 thresholds
+ proved not only robust but also interesting -- the orbs never
+ collided and the threshold viscosity fixed the
+ non-conservational problem.
+
+ Philip sez:
+ > An even normal viscosity (rather than the thresholded version to
+ > bleed excess energy) is also not interesting.
+
+ unless you make about 200 points.... set the viscosity to about .8
+ and drag the mouse through it. it makes a nice wave which travels
+ through the field.
+
+ And (always the troublemaker) Joe Keane <jgk@jgk.org> sez:
+
+ Despite what John sez, the field being simulated is always
+ conservative. The real problem is that it uses a simple hack,
+ computing acceleration *based only on the starting position*,
+ instead of a real differential equation solver. Thus you'll
+ always have energy coming out of nowhere, although it's most
+ blatant when balls get close together. If it were done right,
+ you wouldn't need viscosity or artificial limits on how close
+ the balls can get.
+
+ Matt <straitm@carleton.edu> sez:
+
+ Added a switch to remove the walls.
+
+ Added a switch to make the threshold viscosity optional. If
+ nomaxspeed is specified, then balls going really fast do not
+ recieve special treatment.
+
+ I've made tail mode prettier by eliminating the first erase line
+ that drew from the upper left corner to the starting position of
+ each point.
+
+ Made the balls in modes other than "balls" bounce exactly at the
+ walls. (Because the graphics for different modes are drawn
+ differently with respect to the "actual" position of the point,
+ they used to be able to run somewhat past the walls, or bounce
+ before hitting them.)
+
+ Added an option to output each ball's speed in the form of a bar
+ graph drawn on the same window as the balls. If only x or y is
+ selected, they will be represented on the appropriate axis down
+ the center of the window. If both are selected, they will both
+ be displayed along the diagonal such that the x and y bars for
+ each point start at the same place. If speed is selected, the
+ speed will be displayed down the left side. */
+
+#include <stdio.h>
+#include <math.h>
+#include "screenhack.h"
+#include "spline.h"
+
+/* The normal (and max) width for a graph bar */
+#define BAR_SIZE 11
+#define MAX_SIZE 16
+#define min(a,b) ((a)<(b)?(a):(b))
+#define max(a,b) ((a)>(b)?(a):(b))
+
+
+enum object_mode {
+ ball_mode, line_mode, polygon_mode, spline_mode, spline_filled_mode,
+ tail_mode
+};
+
+enum graph_mode {
+ graph_none, graph_x, graph_y, graph_both, graph_speed
+};
+
+struct ball {
+ double x, y;
+ double vx, vy;
+ double dx, dy;
+ double mass;
+ int size;
+ int pixel_index;
+ int hue;
+};
+
+struct state {
+ struct ball *balls;
+ double *x_vels;
+ double *y_vels;
+ double *speeds;
+ int npoints;
+ int threshold;
+ int delay;
+ int global_size;
+ int segments;
+ Bool glow_p;
+ Bool orbit_p;
+ Bool walls_p;
+ Bool maxspeed_p;
+ Bool cbounce_p;
+ XPoint *point_stack;
+ int point_stack_size, point_stack_fp;
+ XColor *colors;
+ int ncolors;
+ int fg_index;
+ int color_shift;
+ int xlim, ylim;
+ Bool no_erase_yet; /* for tail mode fix */
+ double viscosity;
+
+ int mouse_ball; /* index of ball being dragged, or 0 if none. */
+ unsigned long mouse_pixel;
+
+ enum object_mode mode;
+ enum graph_mode graph_mode;
+
+ GC draw_gc, erase_gc;
+
+ int total_ticks;
+ int color_tick;
+ spline *spl;
+};
+
+
+static void *
+attraction_init (Display *dpy, Window window)
+{
+ struct state *st = (struct state *) calloc (1, sizeof(*st));
+ int i;
+ XWindowAttributes xgwa;
+ XGCValues gcv;
+ int midx, midy, r, vx, vy;
+ double th;
+ Colormap cmap;
+ char *mode_str, *graph_mode_str;
+ double size_scale;
+
+ XGetWindowAttributes (dpy, window, &xgwa);
+ st->xlim = xgwa.width;
+ st->ylim = xgwa.height;
+ cmap = xgwa.colormap;
+ midx = st->xlim/2;
+ midy = st->ylim/2;
+ st->walls_p = get_boolean_resource (dpy, "walls", "Boolean");
+
+ /* if there aren't walls, don't set a limit on the radius */
+ r = get_integer_resource (dpy, "radius", "Integer");
+ if (r <= 0 || (r > min (st->xlim/2, st->ylim/2) && st->walls_p) )
+ r = min (st->xlim/2, st->ylim/2) - 50;
+
+ vx = get_integer_resource (dpy, "vx", "Integer");
+ vy = get_integer_resource (dpy, "vy", "Integer");
+
+ st->npoints = get_integer_resource (dpy, "points", "Integer");
+ if (st->npoints < 1)
+ st->npoints = 3 + (random () % 5);
+ st->balls = (struct ball *) malloc (st->npoints * sizeof (struct ball));
+
+ st->no_erase_yet = 1; /* for tail mode fix */
+
+ st->segments = get_integer_resource (dpy, "segments", "Integer");
+ if (st->segments < 0) st->segments = 1;
+
+ st->threshold = get_integer_resource (dpy, "threshold", "Integer");
+ if (st->threshold < 0) st->threshold = 0;
+
+ st->delay = get_integer_resource (dpy, "delay", "Integer");
+ if (st->delay < 0) st->delay = 0;
+
+ st->global_size = get_integer_resource (dpy, "size", "Integer");
+ if (st->global_size < 0) st->global_size = 0;
+
+ st->glow_p = get_boolean_resource (dpy, "glow", "Boolean");
+
+ st->orbit_p = get_boolean_resource (dpy, "orbit", "Boolean");
+
+ st->maxspeed_p = get_boolean_resource (dpy, "maxspeed", "Boolean");
+
+ st->cbounce_p = get_boolean_resource (dpy, "cbounce", "Boolean");
+
+ st->color_shift = get_integer_resource (dpy, "colorShift", "Integer");
+ if (st->color_shift <= 0) st->color_shift = 5;
+
+ st->viscosity = get_float_resource (dpy, "viscosity", "Float");
+
+ mode_str = get_string_resource (dpy, "mode", "Mode");
+ if (! mode_str) st->mode = ball_mode;
+ else if (!strcmp (mode_str, "balls")) st->mode = ball_mode;
+ else if (!strcmp (mode_str, "lines")) st->mode = line_mode;
+ else if (!strcmp (mode_str, "polygons")) st->mode = polygon_mode;
+ else if (!strcmp (mode_str, "tails")) st->mode = tail_mode;
+ else if (!strcmp (mode_str, "splines")) st->mode = spline_mode;
+ else if (!strcmp (mode_str, "filled-splines"))st->mode = spline_filled_mode;
+ else {
+ fprintf (stderr,
+ "%s: mode must be balls, lines, tails, polygons, splines, or\n\
+ filled-splines, not \"%s\"\n",
+ progname, mode_str);
+ exit (1);
+ }
+
+ graph_mode_str = get_string_resource (dpy, "graphmode", "Mode");
+ if (! graph_mode_str) st->graph_mode = graph_none;
+ else if (!strcmp (graph_mode_str, "x")) st->graph_mode = graph_x;
+ else if (!strcmp (graph_mode_str, "y")) st->graph_mode = graph_y;
+ else if (!strcmp (graph_mode_str, "both")) st->graph_mode = graph_both;
+ else if (!strcmp (graph_mode_str, "speed")) st->graph_mode = graph_speed;
+ else if (!strcmp (graph_mode_str, "none")) st->graph_mode = graph_none;
+ else {
+ fprintf (stderr,
+ "%s: graphmode must be speed, x, y, both, or none, not \"%s\"\n",
+ progname, graph_mode_str);
+ exit (1);
+ }
+
+ /* only allocate memory if it is needed */
+ if(st->graph_mode != graph_none)
+ {
+ if(st->graph_mode == graph_x || st->graph_mode == graph_both)
+ st->x_vels = (double *) malloc (st->npoints * sizeof (double));
+ if(st->graph_mode == graph_y || st->graph_mode == graph_both)
+ st->y_vels = (double *) malloc (st->npoints * sizeof (double));
+ if(st->graph_mode == graph_speed)
+ st->speeds = (double *) malloc (st->npoints * sizeof (double));
+ }
+
+ if (st->mode != ball_mode && st->mode != tail_mode) st->glow_p = False;
+
+ if (st->mode == polygon_mode && st->npoints < 3)
+ st->mode = line_mode;
+
+ st->ncolors = get_integer_resource (dpy, "colors", "Colors");
+ if (st->ncolors < 2) st->ncolors = 2;
+ if (st->ncolors <= 2) mono_p = True;
+ st->colors = 0;
+
+ if (!mono_p)
+ {
+ st->fg_index = 0;
+ switch (st->mode)
+ {
+ case ball_mode:
+ if (st->glow_p)
+ {
+ int H = random() % 360;
+ double S1 = 0.25;
+ double S2 = 1.00;
+ double V = frand(0.25) + 0.75;
+ st->colors = (XColor *) malloc(sizeof(*st->colors) * (st->ncolors+1));
+ make_color_ramp (xgwa.screen, xgwa.visual, cmap,
+ H, S1, V, H, S2, V, st->colors, &st->ncolors,
+ False, True, False);
+ }
+ else
+ {
+ st->ncolors = st->npoints;
+ st->colors = (XColor *) malloc(sizeof(*st->colors) * (st->ncolors+1));
+ make_random_colormap (xgwa.screen, xgwa.visual, cmap,
+ st->colors, &st->ncolors,
+ True, True, False, True);
+ }
+ break;
+ case line_mode:
+ case polygon_mode:
+ case spline_mode:
+ case spline_filled_mode:
+ case tail_mode:
+ st->colors = (XColor *) malloc(sizeof(*st->colors) * (st->ncolors+1));
+ make_smooth_colormap (xgwa.screen, xgwa.visual, cmap,
+ st->colors, &st->ncolors,
+ True, False, True);
+ break;
+ default:
+ abort ();
+ }
+ }
+
+ if (!mono_p && st->ncolors <= 2)
+ {
+ if (st->colors) free (st->colors);
+ st->colors = 0;
+ mono_p = True;
+ }
+
+ st->mouse_pixel =
+ get_pixel_resource (dpy, cmap, "mouseForeground", "MouseForeground");
+ st->mouse_ball = -1;
+
+ if (st->mode != ball_mode)
+ {
+ int size = (st->segments ? st->segments : 1);
+ st->point_stack_size = size * (st->npoints + 1);
+ st->point_stack = (XPoint *) calloc (st->point_stack_size, sizeof (XPoint));
+ st->point_stack_fp = 0;
+ }
+
+ gcv.line_width = (st->mode == tail_mode
+ ? (st->global_size ? st->global_size : (MAX_SIZE * 2 / 3))
+ : 1);
+ gcv.cap_style = (st->mode == tail_mode ? CapRound : CapButt);
+
+ if (mono_p)
+ gcv.foreground = get_pixel_resource(dpy, cmap, "foreground", "Foreground");
+ else
+ gcv.foreground = st->colors[st->fg_index].pixel;
+ st->draw_gc = XCreateGC (dpy, window, GCForeground|GCLineWidth|GCCapStyle, &gcv);
+
+ gcv.foreground = get_pixel_resource(dpy, cmap, "background", "Background");
+ st->erase_gc = XCreateGC (dpy, window, GCForeground|GCLineWidth|GCCapStyle,&gcv);
+
+
+#ifdef HAVE_JWXYZ
+ jwxyz_XSetAntiAliasing (dpy, st->draw_gc, False);
+ jwxyz_XSetAntiAliasing (dpy, st->erase_gc, False);
+#endif
+
+ size_scale = 3;
+ if (xgwa.width < 100 || xgwa.height < 100) /* tiny windows */
+ size_scale = 0.75;
+
+ /* let's make the balls bigger by default */
+#define rand_size() (size_scale * (8 + (random () % 7)))
+
+ if (st->orbit_p && !st->global_size)
+ /* To orbit, all objects must be the same mass, or the math gets
+ really hairy... */
+ st->global_size = rand_size ();
+
+ RETRY_NO_ORBIT:
+ th = frand (M_PI+M_PI);
+ for (i = 0; i < st->npoints; i++)
+ {
+ int new_size = (st->global_size ? st->global_size : rand_size ());
+ st->balls [i].dx = 0;
+ st->balls [i].dy = 0;
+ st->balls [i].size = new_size;
+ st->balls [i].mass = (new_size * new_size * 10);
+ st->balls [i].x = midx + r * cos (i * ((M_PI+M_PI) / st->npoints) + th);
+ st->balls [i].y = midy + r * sin (i * ((M_PI+M_PI) / st->npoints) + th);
+ if (! st->orbit_p)
+ {
+ st->balls [i].vx = vx ? vx : ((6.0 - (random () % 11)) / 8.0);
+ st->balls [i].vy = vy ? vy : ((6.0 - (random () % 11)) / 8.0);
+ }
+ if (mono_p || st->mode != ball_mode)
+ st->balls [i].pixel_index = -1;
+ else if (st->glow_p)
+ st->balls [i].pixel_index = 0;
+ else
+ st->balls [i].pixel_index = random() % st->ncolors;
+ }
+
+ /* This lets modes where the points don't really have any size use the whole
+ window. Otherwise, since the points still have a positive size
+ assigned to them, they will be bounced somewhat early. Mass and size are
+ seperate, so this shouldn't cause problems. It's a bit kludgy, tho.
+ */
+ if(st->mode == line_mode || st->mode == spline_mode ||
+ st->mode == spline_filled_mode || st->mode == polygon_mode)
+ {
+ for(i = 1; i < st->npoints; i++)
+ {
+ st->balls[i].size = 0;
+ }
+ }
+
+ if (st->orbit_p)
+ {
+ double a = 0;
+ double v;
+ double v_mult = get_float_resource (dpy, "vMult", "Float");
+ if (v_mult == 0.0) v_mult = 1.0;
+
+ for (i = 1; i < st->npoints; i++)
+ {
+ double _2ipi_n = (2 * i * M_PI / st->npoints);
+ double x = r * cos (_2ipi_n);
+ double y = r * sin (_2ipi_n);
+ double distx = r - x;
+ double dist2 = (distx * distx) + (y * y);
+ double dist = sqrt (dist2);
+ double a1 = ((st->balls[i].mass / dist2) *
+ ((dist < st->threshold) ? -1.0 : 1.0) *
+ (distx / dist));
+ a += a1;
+ }
+ if (a < 0.0)
+ {
+ /* "domain error: forces on balls too great" */
+ fprintf (stderr, "%s: window too small for these orbit settings.\n",
+ progname);
+ st->orbit_p = False;
+ goto RETRY_NO_ORBIT;
+ }
+ v = sqrt (a * r) * v_mult;
+ for (i = 0; i < st->npoints; i++)
+ {
+ double k = ((2 * i * M_PI / st->npoints) + th);
+ st->balls [i].vx = -v * sin (k);
+ st->balls [i].vy = v * cos (k);
+ }
+ }
+
+ if (mono_p) st->glow_p = False;
+
+ XClearWindow (dpy, window);
+ return st;
+}
+
+static void
+compute_force (struct state *st, int i, double *dx_ret, double *dy_ret)
+{
+ int j;
+ double x_dist, y_dist, dist, dist2;
+ *dx_ret = 0;
+ *dy_ret = 0;
+ for (j = 0; j < st->npoints; j++)
+ {
+ if (i == j) continue;
+ x_dist = st->balls [j].x - st->balls [i].x;
+ y_dist = st->balls [j].y - st->balls [i].y;
+ dist2 = (x_dist * x_dist) + (y_dist * y_dist);
+ dist = sqrt (dist2);
+
+ if (dist > 0.1) /* the balls are not overlapping */
+ {
+ double new_acc = ((st->balls[j].mass / dist2) *
+ ((dist < st->threshold) ? -1.0 : 1.0));
+ double new_acc_dist = new_acc / dist;
+ *dx_ret += new_acc_dist * x_dist;
+ *dy_ret += new_acc_dist * y_dist;
+ }
+ else
+ { /* the balls are overlapping; move randomly */
+ *dx_ret += (frand (10.0) - 5.0);
+ *dy_ret += (frand (10.0) - 5.0);
+ }
+ }
+}
+
+
+/* Draws meters along the diagonal for the x velocity */
+static void
+draw_meter_x(Display *dpy, Window window, struct state *st, int i, int alone)
+{
+ XWindowAttributes xgwa;
+ int x1,x2,y,w1,w2,h;
+ XGetWindowAttributes (dpy, window, &xgwa);
+
+ /* set the width of the bars to use */
+ if(xgwa.height < BAR_SIZE*st->npoints)
+ {
+ y = i*(xgwa.height/st->npoints);
+ h = (xgwa.height/st->npoints) - 2;
+ }
+ else
+ {
+ y = BAR_SIZE*i;
+ h = BAR_SIZE - 2;
+ }
+
+ if(alone)
+ {
+ x1 = xgwa.width/2;
+ x2 = x1;
+ }
+ else
+ {
+ x1 = i*(h+2);
+ if(x1 < i)
+ x1 = i;
+ x2 = x1;
+ }
+
+ if(y<1) y=i;
+ if(h<1) h=1;
+
+ w1 = (int)(20*st->x_vels[i]);
+ w2 = (int)(20*st->balls[i].vx);
+ st->x_vels[i] = st->balls[i].vx;
+
+ if (w1<0) {
+ w1=-w1;
+ x1=x1-w1;
+ }
+ if (w2<0) {
+ w2=-w2;
+ x2=x2-w2;
+ }
+ XDrawRectangle(dpy,window,st->erase_gc,x1+(h+2)/2,y,w1,h);
+ XDrawRectangle(dpy,window,st->draw_gc,x2+(h+2)/2,y,w2,h);
+}
+
+/* Draws meters along the diagonal for the y velocity.
+ Is there some way to make draw_meter_x and draw_meter_y
+ one function instead of two without making them completely unreadable?
+*/
+static void
+draw_meter_y (Display *dpy, Window window, struct state *st, int i, int alone)
+{
+ XWindowAttributes xgwa;
+ int y1,y2,x,h1,h2,w;
+ XGetWindowAttributes (dpy, window, &xgwa);
+
+ if(xgwa.height < BAR_SIZE*st->npoints){ /*needs to be height still */
+ x = i*(xgwa.height/st->npoints);
+ w = (xgwa.height/st->npoints) - 2;
+ }
+ else{
+ x = BAR_SIZE*i;
+ w = BAR_SIZE - 2;
+ }
+
+ if(alone)
+ {
+ y1 = xgwa.height/2;
+ y2 = y1;
+ }
+ else
+ {
+ y1 = i*(w+2);
+ if(y1 < i)
+ y1 = i;
+ y2 = y1;
+ }
+
+ if(x < 1) x = i;
+ if(w < 1) w = 1;
+
+ h1 = (int)(20*st->y_vels[i]);
+ h2 = (int)(20*st->balls[i].vy);
+ st->y_vels[i] = st->balls[i].vy;
+
+ if (h1<0) {
+ h1=-h1;
+ y1=y1-h1;
+ }
+ if (h2<0) {
+ h2=-h2;
+ y2=y2-h2;
+ }
+ XDrawRectangle(dpy,window,st->erase_gc,x,y1+(w+2)/2,w,h1);
+ XDrawRectangle(dpy,window,st->draw_gc,x,y2+(w+2)/2,w,h2);
+}
+
+
+/* Draws meters of the total speed of the balls */
+static void
+draw_meter_speed (Display *dpy, Window window, struct state *st, int i)
+{
+ XWindowAttributes xgwa;
+ int y,x1,x2,h,w1,w2;
+ XGetWindowAttributes (dpy, window, &xgwa);
+
+ if(xgwa.height < BAR_SIZE*st->npoints)
+ {
+ y = i*(xgwa.height/st->npoints);
+ h = (xgwa.height/st->npoints) - 2;
+ }
+ else{
+ y = BAR_SIZE*i;
+ h = BAR_SIZE - 2;
+ }
+
+ x1 = 0;
+ x2 = x1;
+
+ if(y < 1) y = i;
+ if(h < 1) h = 1;
+
+ w1 = (int)(5*st->speeds[i]);
+ w2 = (int)(5*(st->balls[i].vy*st->balls[i].vy+st->balls[i].vx*st->balls[i].vx));
+ st->speeds[i] = st->balls[i].vy*st->balls[i].vy+st->balls[i].vx*st->balls[i].vx;
+
+ XDrawRectangle(dpy,window,st->erase_gc,x1,y,w1,h);
+ XDrawRectangle(dpy,window,st->draw_gc, x2,y,w2,h);
+}
+
+/* Returns the position of the mouse relative to the root window.
+ */
+static void
+query_mouse (Display *dpy, Window win, int *x, int *y)
+{
+ Window root1, child1;
+ int mouse_x, mouse_y, root_x, root_y;
+ unsigned int mask;
+ if (XQueryPointer (dpy, win, &root1, &child1,
+ &root_x, &root_y, &mouse_x, &mouse_y, &mask))
+ {
+ *x = mouse_x;
+ *y = mouse_y;
+ }
+ else
+ {
+ *x = -9999;
+ *y = -9999;
+ }
+}
+
+static unsigned long
+attraction_draw (Display *dpy, Window window, void *closure)
+{
+ struct state *st = (struct state *) closure;
+ int last_point_stack_fp = st->point_stack_fp;
+
+ int i, radius = st->global_size/2;
+
+ st->total_ticks++;
+
+ if(st->global_size == 0)
+ radius = (MAX_SIZE / 3);
+
+ if(st->graph_mode != graph_none)
+ {
+ if(st->graph_mode == graph_both)
+ {
+ for(i = 0; i < st->npoints; i++)
+ {
+ draw_meter_x(dpy, window, st, i, 0);
+ draw_meter_y(dpy, window, st, i, 0);
+ }
+ }
+ else if(st->graph_mode == graph_x)
+ {
+ for(i = 0; i < st->npoints; i++)
+ {
+ draw_meter_x(dpy, window, st, i, 1);
+ }
+ }
+ else if(st->graph_mode == graph_y)
+ {
+ for(i = 0; i < st->npoints; i++)
+ {
+ draw_meter_y(dpy, window, st, i, 1);
+ }
+ }
+ else if(st->graph_mode == graph_speed)
+ {
+ for(i = 0; i < st->npoints; i++)
+ {
+ draw_meter_speed(dpy, window, st, i);
+ }
+ }
+
+ }
+
+ /* compute the force of attraction/repulsion among all balls */
+ for (i = 0; i < st->npoints; i++)
+ compute_force (st, i, &st->balls[i].dx, &st->balls[i].dy);
+
+ /* move the balls according to the forces now in effect */
+ for (i = 0; i < st->npoints; i++)
+ {
+ double old_x = st->balls[i].x;
+ double old_y = st->balls[i].y;
+ double new_x, new_y;
+ int size = st->balls[i].size;
+
+ st->balls[i].vx += st->balls[i].dx;
+ st->balls[i].vy += st->balls[i].dy;
+
+ /* "don't let them get too fast: impose a terminal velocity
+ (actually, make the medium have friction)"
+ Well, what this first step really does is give the medium a
+ viscosity of .9 for balls going over the speed limit. Anyway,
+ this is now optional
+ */
+ if (fabs(st->balls[i].vx) > 10 && st->maxspeed_p)
+ {
+ st->balls[i].vx *= 0.9;
+ st->balls[i].dx = 0;
+ }
+ if (st->viscosity != 1)
+ {
+ st->balls[i].vx *= st->viscosity;
+ }
+
+ if (fabs(st->balls[i].vy) > 10 && st->maxspeed_p)
+ {
+ st->balls[i].vy *= 0.9;
+ st->balls[i].dy = 0;
+ }
+ if (st->viscosity != 1)
+ {
+ st->balls[i].vy *= st->viscosity;
+ }
+
+ st->balls[i].x += st->balls[i].vx;
+ st->balls[i].y += st->balls[i].vy;
+
+
+ /* bounce off the walls if desired
+ note: a ball is actually its upper left corner */
+ if(st->walls_p)
+ {
+ if(st->cbounce_p) /* with correct bouncing */
+ {
+ /* so long as it's out of range, keep bouncing */
+ /* limit the maximum number to bounce to 4.*/
+ int bounce_allowed = 4;
+
+ while( bounce_allowed && (
+ (st->balls[i].x >= (st->xlim - st->balls[i].size)) ||
+ (st->balls[i].y >= (st->ylim - st->balls[i].size)) ||
+ (st->balls[i].x <= 0) ||
+ (st->balls[i].y <= 0) )
+ )
+ {
+ bounce_allowed--;
+ if (st->balls[i].x >= (st->xlim - st->balls[i].size))
+ {
+ st->balls[i].x = (2*(st->xlim - st->balls[i].size) - st->balls[i].x);
+ st->balls[i].vx = -st->balls[i].vx;
+ }
+ if (st->balls[i].y >= (st->ylim - st->balls[i].size))
+ {
+ st->balls[i].y = (2*(st->ylim - st->balls[i].size) - st->balls[i].y);
+ st->balls[i].vy = -st->balls[i].vy;
+ }
+ if (st->balls[i].x <= 0)
+ {
+ st->balls[i].x = -st->balls[i].x;
+ st->balls[i].vx = -st->balls[i].vx;
+ }
+ if (st->balls[i].y <= 0)
+ {
+ st->balls[i].y = -st->balls[i].y;
+ st->balls[i].vy = -st->balls[i].vy;
+ }
+ }
+ }
+ else /* with old bouncing */
+ {
+ if (st->balls[i].x >= (st->xlim - st->balls[i].size))
+ {
+ st->balls[i].x = (st->xlim - st->balls[i].size - 1);
+ if (st->balls[i].vx > 0) /* why is this check here? */
+ st->balls[i].vx = -st->balls[i].vx;
+ }
+ if (st->balls[i].y >= (st->ylim - st->balls[i].size))
+ {
+ st->balls[i].y = (st->ylim - st->balls[i].size - 1);
+ if (st->balls[i].vy > 0)
+ st->balls[i].vy = -st->balls[i].vy;
+ }
+ if (st->balls[i].x <= 0)
+ {
+ st->balls[i].x = 0;
+ if (st->balls[i].vx < 0)
+ st->balls[i].vx = -st->balls[i].vx;
+ }
+ if (st->balls[i].y <= 0)
+ {
+ st->balls[i].y = 0;
+ if (st->balls[i].vy < 0)
+ st->balls[i].vy = -st->balls[i].vy;
+ }
+ }
+ }
+
+ if (i == st->mouse_ball)
+ {
+ int x, y;
+ query_mouse (dpy, window, &x, &y);
+ if (st->mode == ball_mode)
+ {
+ x -= st->balls[i].size / 2;
+ y -= st->balls[i].size / 2;
+ }
+
+ st->balls[i].x = x;
+ st->balls[i].y = y;
+ }
+
+ new_x = st->balls[i].x;
+ new_y = st->balls[i].y;
+
+ if (!mono_p)
+ {
+ if (st->mode == ball_mode)
+ {
+ if (st->glow_p)
+ {
+ /* make color saturation be related to particle
+ acceleration. */
+ double limit = 0.5;
+ double s, fraction;
+ double vx = st->balls [i].dx;
+ double vy = st->balls [i].dy;
+ if (vx < 0) vx = -vx;
+ if (vy < 0) vy = -vy;
+ fraction = vx + vy;
+ if (fraction > limit) fraction = limit;
+
+ s = 1 - (fraction / limit);
+ st->balls[i].pixel_index = (st->ncolors * s);
+ }
+ XSetForeground (dpy, st->draw_gc,
+ (i == st->mouse_ball
+ ? st->mouse_pixel
+ : st->colors[st->balls[i].pixel_index].pixel));
+ }
+ }
+
+ if (st->mode == ball_mode)
+ {
+ XFillArc (dpy, window, st->erase_gc, (int) old_x, (int) old_y,
+ size, size, 0, 360*64);
+ XFillArc (dpy, window, st->draw_gc, (int) new_x, (int) new_y,
+ size, size, 0, 360*64);
+ }
+ else
+ {
+ st->point_stack [st->point_stack_fp].x = new_x;
+ st->point_stack [st->point_stack_fp].y = new_y;
+ st->point_stack_fp++;
+ }
+ }
+
+ /* draw the lines or polygons after computing all points */
+ if (st->mode != ball_mode)
+ {
+ st->point_stack [st->point_stack_fp].x = st->balls [0].x; /* close the polygon */
+ st->point_stack [st->point_stack_fp].y = st->balls [0].y;
+ st->point_stack_fp++;
+ if (st->point_stack_fp == st->point_stack_size)
+ st->point_stack_fp = 0;
+ else if (st->point_stack_fp > st->point_stack_size) /* better be aligned */
+ abort ();
+ if (!mono_p)
+ {
+ if (st->color_tick++ == st->color_shift)
+ {
+ st->color_tick = 0;
+ st->fg_index = (st->fg_index + 1) % st->ncolors;
+ XSetForeground (dpy, st->draw_gc, st->colors[st->fg_index].pixel);
+ }
+ }
+ }
+
+ switch (st->mode)
+ {
+ case ball_mode:
+ break;
+ case line_mode:
+ if (st->segments > 0)
+ XDrawLines (dpy, window, st->erase_gc, st->point_stack + st->point_stack_fp,
+ st->npoints + 1, CoordModeOrigin);
+ XDrawLines (dpy, window, st->draw_gc, st->point_stack + last_point_stack_fp,
+ st->npoints + 1, CoordModeOrigin);
+ break;
+ case polygon_mode:
+ if (st->segments > 0)
+ XFillPolygon (dpy, window, st->erase_gc, st->point_stack + st->point_stack_fp,
+ st->npoints + 1, (st->npoints == 3 ? Convex : Complex),
+ CoordModeOrigin);
+ XFillPolygon (dpy, window, st->draw_gc, st->point_stack + last_point_stack_fp,
+ st->npoints + 1, (st->npoints == 3 ? Convex : Complex),
+ CoordModeOrigin);
+ break;
+ case tail_mode:
+ {
+ for (i = 0; i < st->npoints; i++)
+ {
+ int index = st->point_stack_fp + i;
+ int next_index = (index + (st->npoints + 1)) % st->point_stack_size;
+ if(st->no_erase_yet == 1)
+ {
+ if(st->total_ticks >= st->segments)
+ {
+ st->no_erase_yet = 0;
+ XDrawLine (dpy, window, st->erase_gc,
+ st->point_stack [index].x + radius,
+ st->point_stack [index].y + radius,
+ st->point_stack [next_index].x + radius,
+ st->point_stack [next_index].y + radius);
+ }
+ }
+ else
+ {
+ XDrawLine (dpy, window, st->erase_gc,
+ st->point_stack [index].x + radius,
+ st->point_stack [index].y + radius,
+ st->point_stack [next_index].x + radius,
+ st->point_stack [next_index].y + radius);
+ }
+ index = last_point_stack_fp + i;
+ next_index = (index - (st->npoints + 1)) % st->point_stack_size;
+ if (next_index < 0) next_index += st->point_stack_size;
+ if (st->point_stack [next_index].x == 0 &&
+ st->point_stack [next_index].y == 0)
+ continue;
+ XDrawLine (dpy, window, st->draw_gc,
+ st->point_stack [index].x + radius,
+ st->point_stack [index].y + radius,
+ st->point_stack [next_index].x + radius,
+ st->point_stack [next_index].y + radius);
+ }
+ }
+ break;
+ case spline_mode:
+ case spline_filled_mode:
+ {
+ if (! st->spl) st->spl = make_spline (st->npoints);
+ if (st->segments > 0)
+ {
+ for (i = 0; i < st->npoints; i++)
+ {
+ st->spl->control_x [i] = st->point_stack [st->point_stack_fp + i].x;
+ st->spl->control_y [i] = st->point_stack [st->point_stack_fp + i].y;
+ }
+ compute_closed_spline (st->spl);
+ if (st->mode == spline_filled_mode)
+ XFillPolygon (dpy, window, st->erase_gc, st->spl->points, st->spl->n_points,
+ (st->spl->n_points == 3 ? Convex : Complex),
+ CoordModeOrigin);
+ else
+ XDrawLines (dpy, window, st->erase_gc, st->spl->points, st->spl->n_points,
+ CoordModeOrigin);
+ }
+ for (i = 0; i < st->npoints; i++)
+ {
+ st->spl->control_x [i] = st->point_stack [last_point_stack_fp + i].x;
+ st->spl->control_y [i] = st->point_stack [last_point_stack_fp + i].y;
+ }
+ compute_closed_spline (st->spl);
+ if (st->mode == spline_filled_mode)
+ XFillPolygon (dpy, window, st->draw_gc, st->spl->points, st->spl->n_points,
+ (st->spl->n_points == 3 ? Convex : Complex),
+ CoordModeOrigin);
+ else
+ XDrawLines (dpy, window, st->draw_gc, st->spl->points, st->spl->n_points,
+ CoordModeOrigin);
+ }
+ break;
+ default:
+ abort ();
+ }
+
+ return st->delay;
+}
+
+static void
+attraction_reshape (Display *dpy, Window window, void *closure,
+ unsigned int w, unsigned int h)
+{
+ struct state *st = (struct state *) closure;
+ st->xlim = w;
+ st->ylim = h;
+}
+
+static Bool
+attraction_event (Display *dpy, Window window, void *closure, XEvent *event)
+{
+ struct state *st = (struct state *) closure;
+
+ if (event->xany.type == ButtonPress)
+ {
+ int i;
+ if (st->mouse_ball != -1) /* second down-click? drop the ball. */
+ {
+ st->mouse_ball = -1;
+ return True;
+ }
+ else
+ {
+ /* When trying to pick up a ball, first look for a click directly
+ inside the ball; but if we don't find it, expand the radius
+ outward until we find something nearby.
+ */
+ int x = event->xbutton.x;
+ int y = event->xbutton.y;
+ float max = 10 * (st->global_size ? st->global_size : MAX_SIZE);
+ float step = max / 100;
+ float r2;
+ for (r2 = step; r2 < max; r2 += step)
+ {
+ for (i = 0; i < st->npoints; i++)
+ {
+ float d = ((st->balls[i].x - x) * (st->balls[i].x - x) +
+ (st->balls[i].y - y) * (st->balls[i].y - y));
+ float r = st->balls[i].size;
+ if (r2 > r) r = r2;
+ if (d < r*r)
+ {
+ st->mouse_ball = i;
+ return True;
+ }
+ }
+ }
+ }
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease) /* drop the ball */
+ {
+ st->mouse_ball = -1;
+ return True;
+ }
+
+
+
+ return False;
+}
+
+static void
+attraction_free (Display *dpy, Window window, void *closure)
+{
+ struct state *st = (struct state *) closure;
+
+ if (st->balls) free (st->balls);
+ if (st->x_vels) free (st->x_vels);
+ if (st->y_vels) free (st->y_vels);
+ if (st->speeds) free (st->speeds);
+ if (st->point_stack) free (st->point_stack);
+ if (st->colors) free (st->colors);
+ if (st->spl) free_spline (st->spl);
+
+ free (st);
+}
+
+
+static const char *attraction_defaults [] = {
+ ".background: black",
+ ".foreground: white",
+ "*fpsSolid: true",
+ "*mode: balls",
+ "*graphmode: none",
+ "*points: 0",
+ "*size: 0",
+ "*colors: 200",
+ "*threshold: 200",
+ "*delay: 10000",
+ "*glow: false",
+ "*walls: true",
+ "*maxspeed: true",
+ "*cbounce: true",
+ "*viscosity: 1.0",
+ "*orbit: false",
+ "*colorShift: 3",
+ "*segments: 500",
+ "*vMult: 0.9",
+ "*radius: 0",
+ "*vx: 0",
+ "*vy: 0",
+ "*mouseForeground: white",
+#ifdef HAVE_MOBILE
+ "*ignoreRotation: True",
+#endif
+ 0
+};
+
+static XrmOptionDescRec attraction_options [] = {
+ { "-mode", ".mode", XrmoptionSepArg, 0 },
+ { "-graphmode", ".graphmode", XrmoptionSepArg, 0 },
+ { "-colors", ".colors", XrmoptionSepArg, 0 },
+ { "-points", ".points", XrmoptionSepArg, 0 },
+ { "-color-shift", ".colorShift", XrmoptionSepArg, 0 },
+ { "-threshold", ".threshold", XrmoptionSepArg, 0 },
+ { "-segments", ".segments", XrmoptionSepArg, 0 },
+ { "-delay", ".delay", XrmoptionSepArg, 0 },
+ { "-size", ".size", XrmoptionSepArg, 0 },
+ { "-radius", ".radius", XrmoptionSepArg, 0 },
+ { "-vx", ".vx", XrmoptionSepArg, 0 },
+ { "-vy", ".vy", XrmoptionSepArg, 0 },
+ { "-vmult", ".vMult", XrmoptionSepArg, 0 },
+ { "-viscosity", ".viscosity", XrmoptionSepArg, 0 },
+ { "-glow", ".glow", XrmoptionNoArg, "true" },
+ { "-noglow", ".glow", XrmoptionNoArg, "false" },
+ { "-orbit", ".orbit", XrmoptionNoArg, "true" },
+ { "-nowalls", ".walls", XrmoptionNoArg, "false" },
+ { "-walls", ".walls", XrmoptionNoArg, "true" },
+ { "-nomaxspeed", ".maxspeed", XrmoptionNoArg, "false" },
+ { "-maxspeed", ".maxspeed", XrmoptionNoArg, "true" },
+ { "-correct-bounce", ".cbounce", XrmoptionNoArg, "false" },
+ { "-fast-bounce", ".cbounce", XrmoptionNoArg, "true" },
+ { 0, 0, 0, 0 }
+};
+
+
+XSCREENSAVER_MODULE ("Attraction", attraction)