/* atlantis --- Shows moving 3D sea animals */ #if 0 static const char sccsid[] = "@(#)swim.c 1.3 98/06/18 xlockmore"; #endif /* Copyright (c) E. Lassauge, 1998. */ /* * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation. * * This file is provided AS IS with no warranties of any kind. The author * shall have no liability with respect to the infringement of copyrights, * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * * The original code for this mode was written by Mark J. Kilgard * as a demo for openGL programming. * * Porting it to xlock was possible by comparing the original Mesa's morph3d * demo with it's ported version to xlock, so thanks for Marcelo F. Vianna * (look at morph3d.c) for his indirect help. * * Thanks goes also to Brian Paul for making it possible and inexpensive * to use OpenGL at home. * * My e-mail address is lassauge@users.sourceforge.net * * Eric Lassauge (May-13-1998) * */ /** * (c) Copyright 1993, 1994, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ #ifdef STANDALONE # include # include "xlockmoreI.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ # include "xlock.h" /* from the xlockmore distribution */ #endif /* !STANDALONE */ #ifdef USE_GL #include "atlantis.h" void FishTransform(fishRec * fish) { glTranslatef(fish->y, fish->z, -fish->x); glRotatef(-fish->psi, 0.0, 1.0, 0.0); glRotatef(fish->theta, 1.0, 0.0, 0.0); glRotatef(-fish->phi, 0.0, 0.0, 1.0); } void WhalePilot(fishRec * fish, float whalespeed, Bool whaledir) { fish->phi = -20.0; fish->theta = 0.0; fish->psi += ((whaledir) ? -0.5 : 0.5); fish->x += whalespeed * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD); fish->y += whalespeed * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD); fish->z += whalespeed * fish->v * sin(fish->theta / RAD); } void SharkPilot(fishRec * fish, float sharkspeed) { float X, Y, Z, tpsi, ttheta, thetal; fish->xt = 60000.0; fish->yt = 0.0; fish->zt = 0.0; X = fish->xt - fish->x; Y = fish->yt - fish->y; Z = fish->zt - fish->z; thetal = fish->theta; ttheta = RAD * atan(Z / (sqrt(X * X + Y * Y))); if (ttheta > fish->theta + 0.25) { fish->theta += 0.5; } else if (ttheta < fish->theta - 0.25) { fish->theta -= 0.5; } if (fish->theta > 90.0) { fish->theta = 90.0; } if (fish->theta < -90.0) { fish->theta = -90.0; } fish->dtheta = fish->theta - thetal; tpsi = RAD * atan2(Y, X); fish->attack = 0; if (fabs(tpsi - fish->psi) < 10.0) { fish->attack = 1; } else if (fabs(tpsi - fish->psi) < 45.0) { if (fish->psi > tpsi) { fish->psi -= 0.5; if (fish->psi < -180.0) { fish->psi += 360.0; } } else if (fish->psi < tpsi) { fish->psi += 0.5; if (fish->psi > 180.0) { fish->psi -= 360.0; } } } else { if (NRAND(100) > 98) { fish->sign = (fish->sign < 0 ? 1 : -1); } fish->psi += (fish->sign ? 1 : -1); if (fish->psi > 180.0) { fish->psi -= 360.0; } if (fish->psi < -180.0) { fish->psi += 360.0; } } if (fish->attack) { if (fish->v < 1.1) { fish->spurt = 1; } if (fish->spurt) { fish->v += 0.2; } if (fish->v > 5.0) { fish->spurt = 0; } if ((fish->v > 1.0) && (!fish->spurt)) { fish->v -= 0.2; } } else { if (!(NRAND(400)) && (!fish->spurt)) { fish->spurt = 1; } if (fish->spurt) { fish->v += 0.05; } if (fish->v > 3.0) { fish->spurt = 0; } if ((fish->v > 1.0) && (!fish->spurt)) { fish->v -= 0.05; } } fish->x += sharkspeed * fish->v * cos(fish->psi / RAD) * cos(fish->theta / RAD); fish->y += sharkspeed * fish->v * sin(fish->psi / RAD) * cos(fish->theta / RAD); fish->z += sharkspeed * fish->v * sin(fish->theta / RAD); } void SharkMiss(atlantisstruct * ap, int i) { int j; float avoid, thetal; float X, Y, Z, R; for (j = 0; j < ap->num_sharks; j++) { if (j != i) { X = ap->sharks[j].x - ap->sharks[i].x; Y = ap->sharks[j].y - ap->sharks[i].y; Z = ap->sharks[j].z - ap->sharks[i].z; R = sqrt(X * X + Y * Y + Z * Z); avoid = 1.0; thetal = ap->sharks[i].theta; if (R < ap->sharksize) { if (Z > 0.0) { ap->sharks[i].theta -= avoid; } else { ap->sharks[i].theta += avoid; } } ap->sharks[i].dtheta += (ap->sharks[i].theta - thetal); } } } #endif