-/* Juggler3D, Copyright (c) 2005 Brian Apps <brian@jugglesaver.co.uk>
+/* juggle, Copyright (c) 1996-2009 Tim Auckland <tda10.geo@yahoo.com>
+ * and 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. */
-
-#include <X11/Intrinsic.h>
-
-#undef countof
-#define countof(x) (sizeof((x))/sizeof((*x)))
-
-#define PROGCLASS "Juggler3D"
-#define HACK_INIT Juggler3D_HackInitEvent
-#define HACK_DRAW Juggler3D_HackDrawEvent
-#define HACK_RESHAPE Juggler3D_HackReshapeEvent
-#define HACK_HANDLE_EVENT Juggler3D_HackHandleEvent
-#define EVENT_MASK PointerMotionMask
-#define SWITCH_OPTS xlockmore_opts
-
-#define DEFAULTS \
- "*JuggleSpeed: 0.15\n*delay: 20000\n*showFPS: False\n*wireframe: False\n"
-
-#include "xlockmore.h"
-#include "gltrackball.h"
-
-#ifdef USE_GL /* whole file */
-#include <GL/glu.h>
-
-/* A selection of macros to make functions from math.h return single precision
- * numbers. Arguably it's better to work at a higher precision and cast it
- * back but littering the code with casts makes it less readable -- without
- * the casts you can get tons of warnings from the compiler (particularily
- * MSVC which enables loss of precision warnings by default) */
-
-#define cosf(a) (float)(cos((a)))
-#define sinf(a) (float)(sin((a)))
-#define tanf(a) (float)(tan((a)))
-#define sqrtf(a) (float)(sqrt((a)))
-#define powf(a, b) (float)(pow((a), (b)))
-
-#undef max
-#undef min
+ * 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.
+ *
+ * NOTE: this program was originally called "juggle" and was 2D Xlib.
+ * There was another program called "juggler3d" that was OpenGL.
+ * In 2009, jwz converted "juggle" to OpenGL and renamed
+ * "juggle" to "juggler3d". The old "juggler3d" hack is gone.
+ *
+ * Revision History
+ * 09-Aug-2009: jwz: converted from Xlib to OpenGL.
+ * 13-Dec-2004: [TDA] Use -cycles and -count in a rational manner.
+ * Add -rings, -bballs. Add -describe. Finally made
+ * live pattern updates possible. Add refill_juggle(),
+ * change_juggle() and reshape_juggle(). Make
+ * init_juggle() non-destructive. Reorder erase/draw
+ * operations. Update xscreensaver xml and manpage.
+ * 15-Nov-2004: [TDA] Fix all memory leaks.
+ * 12-Nov-2004: [TDA] Add -torches and another new trail
+ * implementation, so that different objects can have
+ * different length trails.
+ * 11-Nov-2004: [TDA] Clap when all the balls are in the air.
+ * 10-Nov-2004: [TDA] Display pattern name converted to hight
+ * notation.
+ * 31-Oct-2004: [TDA] Add -clubs and new trail implementation.
+ * 02-Sep-2003: Non-real time to see what is happening without a
+ * strobe effect for slow machines.
+ * 01-Nov-2000: Allocation checks
+ * 1996: Written
+ */
-#define max(a, b) ((a) > (b) ? (a) : (b))
-#define min(a, b) ((a) < (b) ? (a) : (b))
+/*-
+ * TODO
+ * Implement the anonymously promised -uni option.
+ */
-/******************************************************************************
+/*
+ * Notes on Adam Chalcraft Juggling Notation (used by permission)
+ * a-> Adam's notation s-> Site swap (Cambridge) notation
*
- * The code is broadly split into the following parts:
+ * To define a map from a-notation to s-notation ("site-swap"), both
+ * of which look like doubly infinite sequences of natural numbers. In
+ * s-notation, there is a restriction on what is allowed, namely for
+ * the sequence s_n, the associated function f(n)=n+s_n must be a
+ * bijection. In a-notation, there is no restriction.
*
- * - Engine. The process of determining the position of the juggler and
- * objects being juggled at an arbitrary point in time. This is
- * independent from any drawing code.
- * - Sites. The process of creating a random site swap pattern or parsing
- * a Juggle Saver compatible siteswap for use by the engine. For an
- * introduction to juggling site swaps check out
- * http://www.jugglingdb.com/
- * - Rendering. OpenGL drawing code that animates the juggler.
- * - XScreenSaver. Interface code to get thing working as a GLX hack.
- *
- *****************************************************************************/
-
-
-/*****************************************************************************
+ * To go from a-notation to s-notation, you start by mapping each a_n
+ * to a permutation of N, the natural numbers.
*
- * Data structures
+ * 0 -> the identity
+ * 1 -> (10) [i.e. f(1)=0, f(0)=1]
+ * 2 -> (210) [i.e. f(2)=1, f(1)=0, f(0)=2]
+ * 3 -> (3210) [i.e. f(3)=2, f(2)=1, f(1)=0, f(0)=3]
+ * etc.
*
- *****************************************************************************/
-
-/* POS is used to represent the position of a hand when it catches or throws
- * an object; as well as the orientation of the object. The rotation and
- * elevation are specified in degrees. These angles are not normalised so that
- * it is possible to specify how the object spins and rotates as it is thrown
- * from the 'From' position to the 'To' position.
- *
- * Because this is the position of the hand some translation is required with
- * rings and clubs to get the centre of rotation position. */
-
-typedef struct
-{
- float x;
- float y;
- float z;
- float Rot;
- float Elev;
-} POS;
-
-
-/* An array of THROW_INFOs are configured with each entry corresponding to the
- * position in the site swap (In fact we double up odd length patterns to ensure
- * there is left/right symmetry). It allows us to quickly determine where an
- * object and the hands are at a given time. The information is specified in
- * terms of throws, and positions where throws aren't present (0's and 2's) are
- * simply ignored.
- *
- * TotalTime - The count of beats before this object is thrown again. Typically
- * this is the same as the weight of the throw but where an object is held it
- * is longer. e.g. the first throw of the site 64242.7. will be 10, 6 for
- * throw and 4 (two 2's) for the carry.
- * TimeInAir - The weight of the throw.
- * PrevThrow - zero based index into array of THROW_INFOs of the previous throw.
- * e.g. for the throw '8' in the site 345678..... the PrevThrow is 1
- * (i.e. the 4)
- * FromPos, FromVelocity, ToPos, ToVelocity - The position and speeds at the
- * start and end of the throw. These are used to generate a spline while
- * carrying an object and while moving the hand from a throw to a catch.
- * NextForHand - Number of beats before the hand that throws this object will
- * throw another object. This is always going to be at least 2. When there
- * are gaps in the pattern (0's) or holds (2's) NextForHand increases. */
-
-typedef struct
-{
- int TotalTime;
- int TimeInAir;
- int PrevThrow;
-
- POS FromPos;
- POS FromVelocity;
- POS ToPos;
- POS ToVelocity;
-
- int NextForHand;
-} THROW_INFO;
-
-
-/* OBJECT_POSITION works with the array of THROW_INFOs to allow us to determine
- * exactly where an object or hand is.
+ * Then for each n, you look at how long 0 takes to get back to 0
+ * again and you call this t_n. If a_n=0, for example, then since the
+ * identity leaves 0 alone, it gets back to 0 in 1 step, so t_n=1. If
+ * a_n=1, then f(0)=1. Now any further a_n=0 leave 1 alone, but the
+ * next a_n>0 sends 1 back to 0. Hence t_n is 2 + the number of 0's
+ * following the 1. Finally, set s_n = t_n - 1.
*
- * TimeOffset - The total number of beats expired when the object was thrown.
- * ThrowIndex - The zero based index into the THROW_INFO array for the current
- * throw.
- * ObjectType - One of the OBJECT_XX defines.
- * TotalTwist - Only relevant for OBJECT_BALL, this is the total amount the ball
- * has twisted while in the air. When segmented balls are drawn you see a
- * spinning effect similar to what happens when you juggle beanbags. */
-
-#define OBJECT_DEFAULT 0
-#define OBJECT_BALL 1
-#define OBJECT_CLUB 2
-#define OBJECT_RING 3
-
-typedef struct
-{
- int TimeOffset;
- int ThrowIndex;
- float TotalTwist;
- int ObjectType;
-} OBJECT_POSITION;
-
-
-/* PATTERN_INFO is the main structure that holds the information about a
- * juggling pattern.
+ * To give some examples, it helps to have a notation for cyclic
+ * sequences. By (123), for example, I mean ...123123123123... . Now
+ * under the a-notation -> s-notation mapping we have some familiar
+ * examples:
*
- * pThrowInfo is an array of ThrowLen elements that describes each throw in the
- * pattern.
- * pObjectInfo gives the current position of all objects at a given instant.
- * These values are updated as the pattern is animated.
- * LeftHand and RightHand describe the current positions of each of the
- * juggler's hands.
- * MaxWeight is the maximum weight of the all throws in pThrowInfo.
- * Height and Alpha are parameters that describe how objects fall under the
- * influence of gravity. See SetHeightAndAlpha() for the gory details. */
-
-typedef struct
-{
- THROW_INFO* pThrowInfo;
- int ThrowLen;
-
- OBJECT_POSITION* pObjectInfo;
- int Objects;
-
- OBJECT_POSITION LeftHand;
- OBJECT_POSITION RightHand;
-
- int MaxWeight;
-
- float Height;
- float Alpha;
-} PATTERN_INFO;
-
-
-/* EXT_SITE_INFO is used to initialise a PATTERN_INFO object using a Juggle
- * Saver compatible site swap. These contain additional information about the
- * type of object thrown, the positions of throw and catch etc. */
-
-#define HAS_FROM_POS 1
-#define HAS_TO_POS 2
-#define HAS_SNATCH 4
-#define HAS_SPINS 8
-
-typedef struct
-{
- unsigned Flags;
- int Weight;
- int ObjectType;
- POS FromPos;
- POS ToPos;
- float SnatchX;
- float SnatchY;
- int Spins;
-} EXT_SITE_INFO;
-
-
-/* RENDER_STATE is used to co-ordinate the OpenGL rendering of the juggler and
- * objects:
- * pPattern - The pattern to be juggled
- * CameraElev - The elevation angle (in degrees) that the camera is looking
- * along. 0 is horizontal and a +ve angle is looking down. This value
- * should be between -90 and +90.
- * AspectRatio - Window width to height ratio.
- * DLStart - The number for the first display list created, any others directly
- * follow this.
- * Time - Animation time (in beats)
- * TranslateAngle - Cumulative translation (in degrees) for the juggling figure.
- * SpinAngle- Cumulative spin (in degrees) for the juggling figure.
- */
-
-typedef struct
-{
- PATTERN_INFO* pPattern;
- float CameraElev;
- float AspectRatio;
- int DLStart;
-
- float Time;
- float TranslateAngle;
- float SpinAngle;
-
- trackball_state *trackball;
- Bool button_down_p;
-
-} RENDER_STATE;
-
-
-/*****************************************************************************
+ * (0)->(0), (1)->(1), (2)->(2) etc.
+ * (21)->(31), (31)->(51), (41)->(71) etc.
+ * (10)->(20), (20)->(40), (30)->(60) etc.
+ * (331)->(441), (312)->(612), (303)->(504), (321)->(531)
+ * (43)->(53), (434)->(534), (433)->(633)
+ * (552)->(672)
+ *
+ * In general, the number of balls is the *average* of the s-notation,
+ * and the *maximum* of the a-notation. Another theorem is that the
+ * minimum values in the a-notation and the s-notation and equal, and
+ * preserved in the same positions.
+ *
+ * The usefulness of a-notation is the fact that there are no
+ * restrictions on what is allowed. This makes random juggle
+ * generation much easier. It also makes enumeration very
+ * easy. Another handy feature is computing changes. Suppose you can
+ * do (5) and want a neat change up to (771) in s-notation [Mike Day
+ * actually needed this example!]. Write them both in a-notation,
+ * which gives (5) and (551). Now concatenate them (in general, there
+ * may be more than one way to do this, but not in this example), to
+ * get
*
- * Engine
+ * ...55555555551551551551551...
*
- ****************************************************************************
+ * Now convert back to s-notation, to get
*
- * The main purpose of the engine is to work out the exact position of all the
- * juggling objects and the juggler's hands at any point in time. The motion
- * of the objects can be split into two parts: in the air and and being carried.
+ * ...55555566771771771771771...
*
- * While in the air, the motion is governed by a standard parabolic trajectory.
- * The only minor complication is that the engine has no fixed concept of
- * gravity, instead it using a term called Alpha that varies according to the
- * pattern (see SetHeightAndAlpha).
+ * So the answer is to do two 6 throws and then go straight into
+ * (771). Coming back down of course,
*
- * The motion while an object is carried comes from fitting a spline through the
- * catch and throw points and maintaining the catch and throw velocities at
- * each end. In the simplest case this boils down to cubic Bezier spline. The
- * only wrinkle occurs when a ball is being carried for a long time. The simple
- * cubic spline maths produces a curve that goes miles away -- here we do a
- * bit of reparameterisation so things stay within sensible bounds.
- * (On a related note, this scheme is _much_ simpler than the Juggle Saver
- * one. Juggle Saver achieves 2nd order continuity and much care is taken
- * to avoid spline ringing.)
- *
- * The motion of the hands is identical to the ball carrying code. It uses two
- * splines: one while an object is being carried; and another when it moves from
- * the previous throw to the next catch.
+ * ...5515515515515515555555555...
+ *
+ * converts to
+ *
+ * ...7717717717716615555555555...
+ *
+ * so the answer is to do a single 661 and then drop straight down to
+ * (5).
+ *
+ * [The number of balls in the generated pattern occasionally changes.
+ * In order to decrease the number of balls I had to introduce a new
+ * symbol into the Adam notation, [*] which means 'lose the current
+ * ball'.]
*/
-
-const float CARRY_TIME = 0.56f;
-const float PI = 3.14159265358979f;
+/* This code uses so many linked lists it's worth having a built-in
+ * leak-checker */
+#undef MEMTEST
-/* While a ball is thrown it twists slighty about an axis, this routine gives
- * the total about of twist for a given ball throw. */
-
-static float GetBallTwistAmount(const THROW_INFO* pThrow)
-{
- if (pThrow->FromPos.x > pThrow->ToPos.x)
- return 18.0f * powf(pThrow->TimeInAir, 1.5);
- else
- return -18.0f * powf(pThrow->TimeInAir, 1.5);
-}
-
+# define DEFAULTS "*delay: 10000 \n" \
+ "*count: 200 \n" \
+ "*cycles: 1000 \n" \
+ "*ncolors: 32 \n" \
+ "*titleFont: -*-helvetica-bold-r-normal-*-180-*\n" \
+ "*showFPS: False \n" \
+ "*wireframe: False \n" \
-float NormaliseAngle(float Ang)
-{
- if (Ang >= 0.0f)
- {
- int i = (int) (Ang + 180.0f) / 360;
- return Ang - 360.0f * i;
- }
- else
- {
- int i = (int)(180.0f - Ang) / 360;
- return Ang + i * 360.0f;
- }
-}
+# define refresh_juggle 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+#include "xlockmore.h"
+#include "sphere.h"
+#include "tube.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include "glxfonts.h"
+#include <ctype.h>
-/* The interpolate routine for ball carrying and hand motion. We are given the
- * start (P0) and end (P1) points and the velocities at these points, the task
- * is to form a function P(t) such that:
- * P(0) = P0
- * P(TLen) = P1
- * P'(0) = V0
- * P'(TLen) = V1
- */
+#ifdef USE_GL /* whole file */
-static POS InterpolatePosition(
- const POS* pP0, const POS* pV0, const POS* pP1, const POS* pV1,
- float TLen, float t)
-{
- POS p;
- float a, b, c, d, tt, tc;
-
- /* The interpolation is based on a simple cubic that achieves 1st order
- * continuity at the end points. However the spline can become too long if
- * the TLen parameter is large. In this case we cap the curve's length (fix
- * the shape) and then reparameterise time to achieve the continuity
- * conditions. */
-
- tc = CARRY_TIME;
-
- if (TLen > tc)
- {
- /* The reparameterisation tt(t) gives:
- * tt(0) = 0, tt(TLen) = tc, tt'(0) = 1, tt'(TLen) = 1
- * and means we can set t = tt(t), TLen = tc and then fall through
- * to use the normal cubic spline fit.
- *
- * The reparameterisation is based on two piecewise quadratics, one
- * that goes from t = 0 to t = TLen / 2 and the other, mirrored in
- * tt and t that goes from t = TLen / 2 to t = TLen.
- * Because TLen > tc we can arrange for tt to be unique in the range if
- * we specify the quadratic in tt. i.e. t = A * tt ^ 2 + B * tt + C.
- *
- * Considering the first piece and applying initial conditions.
- * tt = 0 when t = 0 => C = 0
- * tt' = 1 when t = 0 => B = 1
- * tt = tc / 2 when t = TLen / 2 => A = 2 * (TLen - tc) / tc^2
- *
- * writing in terms of t
- * tt = (-B + (B ^ 2 + 4At) ^ 0.5) / 2A
- * or
- * tt = ((1 + 4At) ^ 0.5 - 1) / 2A */
-
- float A = 2.0f * (TLen - tc) / (tc * tc);
-
- if (t > TLen / 2.0f)
- t = tc - (sqrtf(1.0f + 4.0f * A * (TLen - t)) - 1.0f) / (2.0f * A);
- else
- t = (sqrtf(1.0f + 4.0f * A * t) - 1.0f) / (2.0f * A);
-
- TLen = tc;
- }
-
- /* The cubic spline takes the form:
- * P(t) = p0 * a(t) + v0 * b(t) + p1 * c(t) + v1 * d(t)
- * where p0 is the start point, v0 the start velocity, p1 the end point and
- * v1 the end velocity. a(t), b(t), c(t) and d(t) are cubics in t.
- * We can show that:
- *
- * a(t) = 2 * (t / TLen) ^ 3 - 3 * (t / TLen) ^ 2 + 1
- * b(t) = t ^ 3 / TLen ^ 2 - 2 * t ^ 2 / TLen + t
- * c(t) = -2 * (t / TLen) ^ 3 + 3 * (t / TLen) ^ 2
- * d(t) = t ^ 3 / TLen ^ 2 - t ^ 2 / TLen
- *
- * statisfy the boundary conditions:
- * P(0) = p0, P(TLen) = p1, P'(0) = v0 and P'(TLen) = v1 */
-
- tt = t / TLen;
-
- a = tt * tt * (2.0f * tt - 3.0f) + 1.0f;
- b = t * tt * (tt - 2.0f) + t;
- c = tt * tt * (3.0f - 2.0f * tt);
- d = t * tt * (tt - 1.0f);
-
- p.x = a * pP0->x + b * pV0->x + c * pP1->x + d * pV1->x;
- p.y = a * pP0->y + b * pV0->y + c * pP1->y + d * pV1->y;
- p.z = a * pP0->z + b * pV0->z + c * pP1->z + d * pV1->z;
-
- p.Rot = a * NormaliseAngle(pP0->Rot) + b * pV0->Rot +
- c * NormaliseAngle(pP1->Rot) + d * pV1->Rot;
- p.Elev = a * NormaliseAngle(pP0->Elev) + b * pV0->Elev +
- c * NormaliseAngle(pP1->Elev) + d * pV1->Elev;
-
- return p;
-}
+#define DEF_PATTERN "random" /* All patterns */
+#define DEF_TAIL "1" /* No trace */
+#ifdef UNI
+/* Maybe a ROLA BOLA would be at a better angle for viewing */
+#define DEF_UNI "False" /* No unicycle */ /* Not implemented yet */
+#endif
+#define DEF_REAL "True"
+#define DEF_DESCRIBE "True"
+
+#define DEF_BALLS "True" /* Use Balls */
+#define DEF_CLUBS "True" /* Use Clubs */
+#define DEF_TORCHES "True" /* Use Torches */
+#define DEF_KNIVES "True" /* Use Knives */
+#define DEF_RINGS "True" /* Use Rings */
+#define DEF_BBALLS "True" /* Use Bowling Balls */
+
+static char *pattern;
+static int tail;
+#ifdef UNI
+static Bool uni;
+#endif
+static Bool real;
+static Bool describe;
+static Bool balls;
+static Bool clubs;
+static Bool torches;
+static Bool knives;
+static Bool rings;
+static Bool bballs;
+static char *only;
+
+static XrmOptionDescRec opts[] = {
+ {"-pattern", ".juggle.pattern", XrmoptionSepArg, NULL },
+ {"-tail", ".juggle.tail", XrmoptionSepArg, NULL },
+#ifdef UNI
+ {"-uni", ".juggle.uni", XrmoptionNoArg, "on" },
+ {"+uni", ".juggle.uni", XrmoptionNoArg, "off" },
+#endif
+ {"-real", ".juggle.real", XrmoptionNoArg, "on" },
+ {"+real", ".juggle.real", XrmoptionNoArg, "off" },
+ {"-describe", ".juggle.describe", XrmoptionNoArg, "on" },
+ {"+describe", ".juggle.describe", XrmoptionNoArg, "off" },
+ {"-balls", ".juggle.balls", XrmoptionNoArg, "on" },
+ {"+balls", ".juggle.balls", XrmoptionNoArg, "off" },
+ {"-clubs", ".juggle.clubs", XrmoptionNoArg, "on" },
+ {"+clubs", ".juggle.clubs", XrmoptionNoArg, "off" },
+ {"-torches", ".juggle.torches", XrmoptionNoArg, "on" },
+ {"+torches", ".juggle.torches", XrmoptionNoArg, "off" },
+ {"-knives", ".juggle.knives", XrmoptionNoArg, "on" },
+ {"+knives", ".juggle.knives", XrmoptionNoArg, "off" },
+ {"-rings", ".juggle.rings", XrmoptionNoArg, "on" },
+ {"+rings", ".juggle.rings", XrmoptionNoArg, "off" },
+ {"-bballs", ".juggle.bballs", XrmoptionNoArg, "on" },
+ {"+bballs", ".juggle.bballs", XrmoptionNoArg, "off" },
+ {"-only", ".juggle.only", XrmoptionSepArg, NULL },
+};
+static argtype vars[] = {
+ { &pattern, "pattern", "Pattern", DEF_PATTERN, t_String },
+ { &tail, "tail", "Tail", DEF_TAIL, t_Int },
+#ifdef UNI
+ { &uni, "uni", "Uni", DEF_UNI, t_Bool },
+#endif
+ { &real, "real", "Real", DEF_REAL, t_Bool },
+ { &describe, "describe", "Describe", DEF_DESCRIBE, t_Bool },
+ { &balls, "balls", "Clubs", DEF_BALLS, t_Bool },
+ { &clubs, "clubs", "Clubs", DEF_CLUBS, t_Bool },
+ { &torches, "torches", "Torches", DEF_TORCHES, t_Bool },
+ { &knives, "knives", "Knives", DEF_KNIVES, t_Bool },
+ { &rings, "rings", "Rings", DEF_RINGS, t_Bool },
+ { &bballs, "bballs", "BBalls", DEF_BBALLS, t_Bool },
+ { &only, "only", "BBalls", " ", t_String },
+};
-static POS InterpolateCarry(
- const THROW_INFO* pThrow, const THROW_INFO* pNext, float t)
+static OptionStruct desc[] =
{
- float CT = CARRY_TIME + pThrow->TotalTime - pThrow->TimeInAir;
- return InterpolatePosition(&pThrow->ToPos, &pThrow->ToVelocity,
- &pNext->FromPos, &pNext->FromVelocity, CT, t);
-}
+ { "-pattern string", "Cambridge Juggling Pattern" },
+ { "-tail num", "Trace Juggling Patterns" },
+#ifdef UNI
+ { "-/+uni", "Unicycle" },
+#endif
+ { "-/+real", "Real-time" },
+ { "-/+describe", "turn on/off pattern descriptions." },
+ { "-/+balls", "turn on/off Balls." },
+ { "-/+clubs", "turn on/off Clubs." },
+ { "-/+torches", "turn on/off Flaming Torches." },
+ { "-/+knives", "turn on/off Knives." },
+ { "-/+rings", "turn on/off Rings." },
+ { "-/+bballs", "turn on/off Bowling Balls." },
+ { "-only", "Turn off all objects but the named one." },
+};
+ENTRYPOINT ModeSpecOpt juggle_opts =
+ {countof(opts), opts, countof(vars), vars, desc};
+
+
+/* Note: All "lengths" are scaled by sp->scale = MI_HEIGHT/480. All
+ "thicknesses" are scaled by sqrt(sp->scale) so that they are
+ proportionally thicker for smaller windows. Objects spinning out
+ of the plane (such as clubs) fake perspective by compressing their
+ horizontal coordinates by PERSPEC */
+
+/* Figure */
+#define ARMLENGTH 50
+#define ARMWIDTH ((int) (8.0 * sqrt(sp->scale)))
+#define POSE 10
+#define BALLRADIUS ARMWIDTH
+
+/* build all the models assuming a 480px high scene */
+#define SCENE_HEIGHT 480
+#define SCENE_WIDTH ((int)(SCENE_HEIGHT*(MI_WIDTH(mi)/(float)MI_HEIGHT(mi))))
+
+/*#define PERSPEC 0.4*/
+
+/* macros */
+#define GRAVITY(h, t) 4*(double)(h)/((t)*(t))
+
+/* Timing based on count. Units are milliseconds. Juggles per second
+ is: 2000 / THROW_CATCH_INTERVAL + CATCH_THROW_INTERVAL */
+
+#define THROW_CATCH_INTERVAL (sp->count)
+#define THROW_NULL_INTERVAL (sp->count * 0.5)
+#define CATCH_THROW_INTERVAL (sp->count * 0.2)
+
+/********************************************************************
+ * Trace Definitions *
+ * *
+ * These record rendering data so that a drawn object can be erased *
+ * later. Each object has its own Trace list. *
+ * *
+ ********************************************************************/
+
+typedef struct {double x, y; } DXPoint;
+typedef struct trace *TracePtr;
+typedef struct trace {
+ TracePtr next, prev;
+ double x, y;
+ double angle;
+ int divisions;
+ DXPoint dlast;
+#ifdef MEMTEST
+ char pad[1024];
+#endif
+} Trace;
+
+/*******************************************************************
+ * Object Definitions *
+ * *
+ * These describe the various types of Object that can be juggled *
+ * *
+ *******************************************************************/
+typedef int (DrawProc)(ModeInfo*, unsigned long, Trace *);
+
+static DrawProc show_ball, show_europeanclub, show_torch, show_knife;
+static DrawProc show_ring, show_bball;
+
+typedef enum {BALL, CLUB, TORCH, KNIFE, RING, BBALLS,
+ NUM_OBJECT_TYPES} ObjType;
+
+#define OBJMIXPROB 20 /* inverse of the chances of using an odd
+ object in the pattern */
+
+static const GLfloat body_color_1[4] = { 0.9, 0.7, 0.5, 1 };
+static const GLfloat body_color_2[4] = { 0.6, 0.4, 0.2, 1 };
+
+static const struct {
+ DrawProc *draw; /* Object Rendering function */
+ int handle; /* Length of object's handle */
+ int mintrail; /* Minimum trail length */
+ double cor; /* Coefficient of Restitution. perfect bounce = 1 */
+ double weight; /* Heavier objects don't get thrown as high */
+} ObjectDefs[] = {
+ { /* Ball */
+ show_ball,
+ 0,
+ 1,
+ 0.9,
+ 1.0,
+ },
+ { /* Club */
+ show_europeanclub,
+ 15,
+ 1,
+ 0.55, /* Clubs don't bounce too well */
+ 1.0,
+ },
+ { /* Torch */
+ show_torch,
+ 15,
+ 20, /* Torches need flames */
+ 0, /* Torches don't bounce -- fire risk! */
+ 1.0,
+ },
+ { /* Knife */
+ show_knife,
+ 15,
+ 1,
+ 0, /* Knives don't bounce */
+ 1.0,
+ },
+ { /* Ring */
+ show_ring,
+ 15,
+ 1,
+ 0.8,
+ 1.0,
+ },
+ { /* Bowling Ball */
+ show_bball,
+ 0,
+ 1,
+ 0.2,
+ 5.0,
+ },
+};
-/* Determine the position of the hand at a point in time. */
+/**************************
+ * Trajectory definitions *
+ **************************/
+
+typedef enum {HEIGHT, ADAM} Notation;
+typedef enum {Empty, Full, Ball} Throwable;
+typedef enum {LEFT, RIGHT} Hand;
+typedef enum {THROW, CATCH} Action;
+typedef enum {HAND, ELBOW, SHOULDER} Joint;
+typedef enum {ATCH, THRATCH, ACTION, LINKEDACTION,
+ PTHRATCH, BPREDICTOR, PREDICTOR} TrajectoryStatus;
+typedef struct {double a, b, c, d; } Spline;
+typedef DXPoint Arm[3];
+
+
+/* Object is an arbitrary object being juggled. Each Trajectory
+ * references an Object ("count" tracks this), and each Object is also
+ * linked into a global Objects list. Objects may include a Trace
+ * list for tracking erasures. */
+typedef struct object *ObjectPtr;
+typedef struct object {
+ ObjectPtr next, prev;
+
+ ObjType type;
+ int color;
+ int count; /* reference count */
+ Bool active; /* Object is in use */
+
+ Trace *trace;
+ int tracelen;
+ int tail;
+#ifdef MEMTEST
+ char pad[1024];
+#endif
+} Object;
+
+/* Trajectory is a segment of juggling action. A list of Trajectories
+ * defines the juggling performance. The Trajectory list goes through
+ * multiple processing steps to convert it from basic juggling
+ * notation into rendering data. */
+
+typedef struct trajectory *TrajectoryPtr;
+typedef struct trajectory {
+ TrajectoryPtr prev, next; /* for building list */
+ TrajectoryStatus status;
+
+ /* Throw */
+ char posn;
+ int height;
+ int adam;
+ char *pattern;
+ char *name;
+
+ /* Action */
+ Hand hand;
+ Action action;
+
+ /* LinkedAction */
+ int color;
+ Object *object;
+ int divisions;
+ double angle, spin;
+ TrajectoryPtr balllink;
+ TrajectoryPtr handlink;
+
+ /* PThratch */
+ double cx; /* Moving juggler */
+ double x, y; /* current position */
+ double dx, dy; /* initial velocity */
+
+ /* Predictor */
+ Throwable type;
+ unsigned long start, finish;
+ Spline xp, yp;
+
+#ifdef MEMTEST
+ char pad[1024];
+#endif
+} Trajectory;
+
+
+/*******************
+ * Pattern Library *
+ *******************/
+
+typedef struct {
+ const char * pattern;
+ const char * name;
+} patternstruct;
+
+/* List of popular patterns, in any order */
+/* Patterns should be given in Adam notation so the generator can
+ concatenate them safely. Null descriptions are ok. Height
+ notation will be displayed automatically. */
+/* Can't const this because it is qsorted. This *should* be reentrant,
+ I think... */
+static /*const*/ patternstruct portfolio[] = {
+ {"[+2 1]", /* +3 1 */ "Typical 2 ball juggler"},
+ {"[2 0]", /* 4 0 */ "2 in 1 hand"},
+ {"[2 0 1]", /* 5 0 1 */},
+ {"[+2 0 +2 0 0]" /* +5 0 +5 0 0 */},
+ {"[+2 0 1 2 2]", /* +4 0 1 2 3 */},
+ {"[2 0 1 1]", /* 6 0 1 1 */},
+
+ {"[3]", /* 3 */ "3 cascade"},
+ {"[+3]", /* +3 */ "reverse 3 cascade"},
+ {"[=3]", /* =3 */ "cascade 3 under arm"},
+ {"[&3]", /* &3 */ "cascade 3 catching under arm"},
+ {"[_3]", /* _3 */ "bouncing 3 cascade"},
+ {"[+3 x3 =3]", /* +3 x3 =3 */ "Mill's mess"},
+ {"[3 2 1]", /* 5 3 1" */},
+ {"[3 3 1]", /* 4 4 1" */},
+ {"[3 1 2]", /* 6 1 2 */ "See-saw"},
+ {"[=3 3 1 2]", /* =4 5 1 2 */},
+ {"[=3 2 2 3 1 2]", /* =6 2 2 5 1 2 */ "=4 5 1 2 stretched"},
+ {"[+3 3 1 3]", /* +4 4 1 3 */ "anemic shower box"},
+ {"[3 3 1]", /* 4 4 1 */},
+ {"[+3 2 3]", /* +4 2 3 */},
+ {"[+3 1]", /* +5 1 */ "3 shower"},
+ {"[_3 1]", /* _5 1 */ "bouncing 3 shower"},
+ {"[3 0 3 0 3]", /* 5 0 5 0 5 */ "shake 3 out of 5"},
+ {"[3 3 3 0 0]", /* 5 5 5 0 0 */ "flash 3 out of 5"},
+ {"[3 3 0]", /* 4 5 0 */ "complete waste of a 5 ball juggler"},
+ {"[3 3 3 0 0 0 0]", /* 7 7 7 0 0 0 0 */ "3 flash"},
+ {"[+3 0 +3 0 +3 0 0]", /* +7 0 +7 0 +7 0 0 */},
+ {"[3 2 2 0 3 2 0 2 3 0 2 2 0]", /* 7 3 3 0 7 3 0 3 7 0 3 3 0 */},
+ {"[3 0 2 0]", /* 8 0 4 0 */},
+ {"[_3 2 1]", /* _5 3 1 */},
+ {"[_3 0 1]", /* _8 0 1 */},
+ {"[1 _3 1 _3 0 1 _3 0]", /* 1 _7 1 _7 0 1 _7 0 */},
+ {"[_3 2 1 _3 1 2 1]", /* _6 3 1 _6 1 3 1 */},
+
+ {"[4]", /* 4 */ "4 cascade"},
+ {"[+4 3]", /* +5 3 */ "4 ball half shower"},
+ {"[4 4 2]", /* 5 5 2 */},
+ {"[+4 4 4 +4]", /* +4 4 4 +4 */ "4 columns"},
+ {"[+4 3 +4]", /* +5 3 +4 */},
+ {"[4 3 4 4]", /* 5 3 4 4 */},
+ {"[4 3 3 4]", /* 6 3 3 4 */},
+ {"[4 3 2 4", /* 6 4 2 4 */},
+ {"[+4 1]", /* +7 1 */ "4 shower"},
+ {"[4 4 4 4 0]", /* 5 5 5 5 0 */ "learning 5"},
+ {"[+4 x4 =4]", /* +4 x4 =4 */ "Mill's mess for 4"},
+ {"[+4 2 1 3]", /* +9 3 1 3 */},
+ {"[4 4 1 4 1 4]", /* 6 6 1 5 1 5, by Allen Knutson */},
+ {"[_4 _4 _4 1 _4 1]", /* _5 _6 _6 1 _5 1 */},
+ {"[_4 3 3]", /* _6 3 3 */},
+ {"[_4 3 1]", /* _7 4 1 */},
+ {"[_4 2 1]", /* _8 3 1 */},
+ {"[_4 3 3 3 0]", /* _8 4 4 4 0 */},
+ {"[_4 1 3 1]", /* _9 1 5 1 */},
+ {"[_4 1 3 1 2]", /* _10 1 6 1 2 */},
+
+ {"[5]", /* 5 */ "5 cascade"},
+ {"[_5 _5 _5 _5 _5 5 5 5 5 5]", /* _5 _5 _5 _5 _5 5 5 5 5 5 */},
+ {"[+5 x5 =5]", /* +5 x5 =5 */ "Mill's mess for 5"},
+ {"[5 4 4]", /* 7 4 4 */},
+ {"[_5 4 4]", /* _7 4 4 */},
+ {"[1 2 3 4 5 5 5 5 5]", /* 1 2 3 4 5 6 7 8 9 */ "5 ramp"},
+ {"[5 4 5 3 1]", /* 8 5 7 4 1, by Allen Knutson */},
+ {"[_5 4 1 +4]", /* _9 5 1 5 */},
+ {"[_5 4 +4 +4]", /* _8 4 +4 +4 */},
+ {"[_5 4 4 4 1]", /* _9 5 5 5 1 */},
+ {"[_5 4 4 5 1]",},
+ {"[_5 4 4 +4 4 0]", /*_10 5 5 +5 5 0 */},
+
+ {"[6]", /* 6 */ "6 cascade"},
+ {"[+6 5]", /* +7 5 */},
+ {"[6 4]", /* 8 4 */},
+ {"[+6 3]", /* +9 3 */},
+ {"[6 5 4 4]", /* 9 7 4 4 */},
+ {"[+6 5 5 5]", /* +9 5 5 5 */},
+ {"[6 0 6]", /* 9 0 9 */},
+ {"[_6 0 _6]", /* _9 0 _9 */},
+
+ {"[_7]", /* _7 */ "bouncing 7 cascade"},
+ {"[7]", /* 7 */ "7 cascade"},
+ {"[7 6 6 6 6]", /* 11 6 6 6 6 */ "Gatto's High Throw"},
-void GetHandPosition(
- PATTERN_INFO* pPattern, int RightHand, float Time, POS* pPos)
-{
- OBJECT_POSITION* pObj =
- RightHand == 0 ? &pPattern->LeftHand : &pPattern->RightHand;
- THROW_INFO* pLastThrow;
-
- /* Upon entry, the throw information for the relevant hand may be out of
- * sync. Therefore we advance through the pattern if required. */
-
- while (pPattern->pThrowInfo[pObj->ThrowIndex].NextForHand + pObj->TimeOffset
- <= (int) Time)
- {
- int w = pPattern->pThrowInfo[pObj->ThrowIndex].NextForHand;
- pObj->TimeOffset += w;
- pObj->ThrowIndex = (pObj->ThrowIndex + w) % pPattern->ThrowLen;
- }
+};
- pLastThrow = &pPattern->pThrowInfo[pObj->ThrowIndex];
- /* The TimeInAir will only ever be 2 or 0 if no object is ever thrown by
- * this hand. In normal circumstances, 2's in the site swap are coalesced
- * and added to TotalTime of the previous throw. 0 is a hole and means that
- * an object isn't there. In this case we just hold the hand still. */
- if (pLastThrow->TimeInAir == 2 || pLastThrow->TimeInAir == 0)
- {
- pPos->x = pLastThrow->FromPos.x;
- pPos->y = pLastThrow->FromPos.y;
- }
- else
- {
- /* The hand is either moving to catch the next object or carrying the
- * next object to its next throw position. The way THROW_INFO is
- * structured means the relevant information for the object we're going
- * to catch is held at the point at which it was thrown
- * (pNextThrownFrom). We can't go straight for it and instead have to
- * look at the object we've about to throw next and work out where it
- * came from. */
-
- THROW_INFO* pNextThrow = &pPattern->pThrowInfo[
- (pObj->ThrowIndex + pLastThrow->NextForHand) % pPattern->ThrowLen];
-
- THROW_INFO* pNextThrownFrom =
- &pPattern->pThrowInfo[pNextThrow->PrevThrow];
-
- /* tc is a measure of how long the object we're due to catch is being
- * carried for. We use this to work out if we've actually caught it at
- * this moment in time. */
-
- float tc = CARRY_TIME +
- pNextThrownFrom->TotalTime - pNextThrownFrom->TimeInAir;
-
- Time -= pObj->TimeOffset;
- if (Time > pLastThrow->NextForHand - tc)
- {
- /* carrying this ball to it's new location */
- *pPos = InterpolateCarry(pNextThrownFrom,
- pNextThrow, (Time - (pLastThrow->NextForHand - tc)));
- }
- else
- {
- /* going for next catch */
- *pPos = InterpolatePosition(
- &pLastThrow->FromPos, &pLastThrow->FromVelocity,
- &pNextThrownFrom->ToPos, &pNextThrownFrom->ToVelocity,
- pLastThrow->NextForHand - tc, Time);
- }
- }
-}
+typedef struct { int start; int number; } PatternIndex;
+struct patternindex {
+ int minballs;
+ int maxballs;
+ PatternIndex index[countof(portfolio)];
+};
-static float SinDeg(float AngInDegrees)
-{
- return sinf(AngInDegrees * PI / 180.0f);
+
+/* Jugglestruct: per-screen global data. The master Object
+ * and Trajectory lists are anchored here. */
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+
+ double scale;
+ double cx;
+ double Gr;
+ Trajectory *head;
+ Arm arm[2][2];
+ char *pattern;
+ int count;
+ int num_balls;
+ time_t begintime; /* should make 'time' usable for at least 48 days
+ on a 32-bit machine */
+ unsigned long time; /* millisecond timer*/
+ ObjType objtypes;
+ Object *objects;
+ struct patternindex patternindex;
+
+# ifdef HAVE_GLBITMAP
+ XFontStruct *mode_font;
+ GLuint font_dlist;
+# else
+ texture_font_data *font_data;
+# endif
+} jugglestruct;
+
+static jugglestruct *juggles = (jugglestruct *) NULL;
+
+/*******************
+ * list management *
+ *******************/
+
+#define DUP_OBJECT(n, t) { \
+ (n)->object = (t)->object; \
+ if((n)->object != NULL) (n)->object->count++; \
}
+/* t must point to an existing element. t must not be an
+ expression ending ->next or ->prev */
+#define REMOVE(t) { \
+ (t)->next->prev = (t)->prev; \
+ (t)->prev->next = (t)->next; \
+ free(t); \
+}
-static float CosDeg(float AngInDegrees)
+/* t receives element to be created and added to the list. ot must
+ point to an existing element or be identical to t to start a new
+ list. Applicable to Trajectories, Objects and Traces. */
+#define ADD_ELEMENT(type, t, ot) \
+ if (((t) = (type*)calloc(1,sizeof(type))) != NULL) { \
+ (t)->next = (ot)->next; \
+ (t)->prev = (ot); \
+ (ot)->next = (t); \
+ (t)->next->prev = (t); \
+ }
+
+static void
+object_destroy(Object* o)
{
- return cosf(AngInDegrees * PI / 180.0f);
+ if(o->trace != NULL) {
+ while(o->trace->next != o->trace) {
+ Trace *s = o->trace->next;
+ REMOVE(s); /* Don't eliminate 's' */
+ }
+ free(o->trace);
+ }
+ REMOVE(o);
}
+static void
+trajectory_destroy(Trajectory *t) {
+ if(t->name != NULL) free(t->name);
+ if(t->pattern != NULL) free(t->pattern);
+ /* Reduce object link count and call destructor if necessary */
+ if(t->object != NULL && --t->object->count < 1 && t->object->tracelen == 0) {
+ object_destroy(t->object);
+ }
+ REMOVE(t); /* Unlink and free */
+}
-/* Offset the specified position to get the centre of the object based on the
- * the handle length and the current orientation */
+static void
+free_juggle(jugglestruct *sp) {
+ if (sp->head != NULL) {
+ while (sp->head->next != sp->head) {
+ trajectory_destroy(sp->head->next);
+ }
+ free(sp->head);
+ sp->head = (Trajectory *) NULL;
+ }
+ if(sp->objects != NULL) {
+ while (sp->objects->next != sp->objects) {
+ object_destroy(sp->objects->next);
+ }
+ free(sp->objects);
+ sp->objects = (Object*)NULL;
+ }
+ if(sp->pattern != NULL) {
+ free(sp->pattern);
+ sp->pattern = NULL;
+ }
+# ifdef HAVE_GLBITMAP
+ if (sp->mode_font!=None) {
+ XFreeFontInfo(NULL,sp->mode_font,1);
+ sp->mode_font = None;
+ }
+# endif /* HAVE_GLBITMAP */
+}
-static void OffsetHandlePosition(const POS* pPos, float HandleLen, POS* pResult)
+static Bool
+add_throw(jugglestruct *sp, char type, int h, Notation n, const char* name)
{
- pResult->x = pPos->x + HandleLen * SinDeg(pPos->Rot) * CosDeg(pPos->Elev);
- pResult->y = pPos->y + HandleLen * SinDeg(pPos->Elev);
- pResult->z = pPos->z + HandleLen * CosDeg(pPos->Rot) * CosDeg(pPos->Elev);
- pResult->Elev = pPos->Elev;
- pResult->Rot = pPos->Rot;
+ Trajectory *t;
+
+ ADD_ELEMENT(Trajectory, t, sp->head->prev);
+ if(t == NULL){ /* Out of Memory */
+ free_juggle(sp);
+ return False;
+ }
+ t->object = NULL;
+ if(name != NULL)
+ t->name = strdup(name);
+ t->posn = type;
+ if (n == ADAM) {
+ t->adam = h;
+ t->height = 0;
+ t->status = ATCH;
+ } else {
+ t->height = h;
+ t->status = THRATCH;
+ }
+ return True;
}
-
-static void GetObjectPosition(
- PATTERN_INFO* pPattern, int Obj, float Time, float HandleLen, POS* pPos)
+/* add a Thratch to the performance */
+static Bool
+program(ModeInfo *mi, const char *patn, const char *name, int cycles)
{
- OBJECT_POSITION* pObj = &pPattern->pObjectInfo[Obj];
- THROW_INFO* pThrow;
-
- /* Move through the pattern, if required, such that pThrow corresponds to
- * the current throw for this object. */
-
- while (pPattern->pThrowInfo[pObj->ThrowIndex].TotalTime + pObj->TimeOffset
- <= (int) Time)
- {
- int w = pPattern->pThrowInfo[pObj->ThrowIndex].TotalTime;
- pObj->TimeOffset += w;
- pObj->TotalTwist = NormaliseAngle(pObj->TotalTwist +
- GetBallTwistAmount(&pPattern->pThrowInfo[pObj->ThrowIndex]));
-
- pObj->ThrowIndex = (pObj->ThrowIndex + w) % pPattern->ThrowLen;
- }
-
- pThrow = &pPattern->pThrowInfo[pObj->ThrowIndex];
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ const char *p;
+ int w, h, i, seen;
+ Notation notation;
+ char type;
+
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr, "juggle[%d]: Programmed: %s x %d\n",
+ MI_SCREEN(mi), (name == NULL) ? patn : name, cycles);
+ }
+
+ for(w=i=0; i < cycles; i++, w++) { /* repeat until at least "cycles" throws
+ have been programmed */
+ /* title is the pattern name to be supplied to the first throw of
+ a sequence. If no name if given, use an empty title so that
+ the sequences are still delimited. */
+ const char *title = (name != NULL)? name : "";
+ type=' ';
+ h = 0;
+ seen = 0;
+ notation = HEIGHT;
+ for(p=patn; *p; p++) {
+ if (*p >= '0' && *p <='9') {
+ seen = 1;
+ h = 10*h + (*p - '0');
+ } else {
+ Notation nn = notation;
+ switch (*p) {
+ case '[': /* begin Adam notation */
+ notation = ADAM;
+ break;
+ case '-': /* Inside throw */
+ type = ' ';
+ break;
+ case '+': /* Outside throw */
+ case '=': /* Cross throw */
+ case '&': /* Cross catch */
+ case 'x': /* Cross throw and catch */
+ case '_': /* Bounce */
+ case 'k': /* Kickup */
+ type = *p;
+ break;
+ case '*': /* Lose ball */
+ seen = 1;
+ h = -1;
+ /* fall through */
+ case ']': /* end Adam notation */
+ nn = HEIGHT;
+ /* fall through */
+ case ' ':
+ if (seen) {
+ i++;
+ if (!add_throw(sp, type, h, notation, title))
+ return False;
+ title = NULL;
+ type=' ';
+ h = 0;
+ seen = 0;
+ }
+ notation = nn;
+ break;
+ default:
+ if(w == 0) { /* Only warn on first pass */
+ (void) fprintf(stderr,
+ "juggle[%d]: Unexpected pattern instruction: '%c'\n",
+ MI_SCREEN(mi), *p);
+ }
+ break;
+ }
+ }
+ }
+ if (seen) { /* end of sequence */
+ if (!add_throw(sp, type, h, notation, title))
+ return False;
+ title = NULL;
+ }
+ }
+ return True;
+}
- if (pThrow->TimeInAir == 2 || pThrow->TimeInAir == 0)
- {
- *pPos = pThrow->FromPos;
- OffsetHandlePosition(pPos, HandleLen, pPos);
- }
- else
- {
- float tc = pThrow->TimeInAir - CARRY_TIME;
- float BallTwist = GetBallTwistAmount(pThrow);
- Time -= pObj->TimeOffset;
- if (Time < tc)
- {
- /* object in air */
- POS From, To;
- float t, b;
-
- t = Time / tc;
-
- OffsetHandlePosition(&pThrow->FromPos, HandleLen, &From);
- OffsetHandlePosition(&pThrow->ToPos, HandleLen, &To);
-
- b = (To.y - From.y) / tc + pPattern->Alpha * tc;
-
- pPos->x = (1.0f - t) * From.x + t * To.x;
- pPos->z = (1.0f - t) * From.z + t * To.z;
- pPos->y = -pPattern->Alpha * Time * Time + b * Time + From.y;
-
- if (pObj->ObjectType == OBJECT_BALL)
- pPos->Rot = pObj->TotalTwist + t * BallTwist;
- else
- {
- /* We describe the rotation of a club (or ring) with an
- * elevation and rotation but don't include a twist.
- * If we ignore twist for the moment, the orientation at a
- * rotation of r and an elevation of e can be also be expressed
- * by rotating the object a further 180 degrees and sort of
- * mirroring the rotation, e.g.:
- * rot = r + 180 and elev = 180 - e
- * We can easily show that the maths holds, consider the
- * x, y ,z position of the end of a unit length club.
- * y = sin(180 - e) = sin(e)
- * x = cos(180 - e) * sin(r + 180) = -cos(e) * - sin(r)
- * z = cos(180 - e) * cos(r + 180) = -cos(e) * - cos(r)
- * When a club is thrown these two potential interpretations
- * can produce unexpected results.
- * The approach we adopt is that we try and minimise the amount
- * of rotation we give a club -- normally this is what happens
- * when juggling since it's much easier to spin the club.
- *
- * When we come to drawing the object the two interpretations
- * aren't identical, one causes the object to twist a further
- * 180 about its axis. We avoid the issue by ensuring our
- * objects have rotational symmetry of order 2 (e.g. we make
- * sure clubs have an even number of stripes) this makes the two
- * interpretations appear identical. */
-
- float RotAmt = NormaliseAngle(To.Rot - From.Rot);
-
- if (RotAmt < -90.0f)
- {
- To.Elev += 180 - 2 * NormaliseAngle(To.Elev);
- RotAmt += 180.0f;
- }
- else if (RotAmt > 90.0f)
- {
- To.Elev += 180 - 2 * NormaliseAngle(To.Elev);
- RotAmt -= 180.0f;
- }
-
- pPos->Rot = From.Rot + t * RotAmt;
- }
+/*
+ ~~~~\~~~~~\~~~
+ \\~\\~\~\\\~~~
+ \\~\\\\~\\\~\~
+ \\\\\\\\\\\~\\
- pPos->Elev = (1.0f - t) * From.Elev + t * To.Elev;
+[ 3 3 1 3 4 2 3 1 3 3 4 0 2 1 ]
- }
- else
- {
- THROW_INFO* pNextThrow = &pPattern->pThrowInfo[
- (pObj->ThrowIndex + pThrow->TotalTime) % pPattern->ThrowLen];
+4 4 1 3 12 2 4 1 4 4 13 0 3 1
- *pPos = InterpolateCarry(pThrow, pNextThrow, Time - tc);
+*/
+#define BOUNCEOVER 10
+#define KICKMIN 7
+#define THROWMAX 20
- if (pObj->ObjectType == OBJECT_BALL)
- pPos->Rot = pObj->TotalTwist + BallTwist;
+/* Convert Adam notation into heights */
+static void
+adam(jugglestruct *sp)
+{
+ Trajectory *t, *p;
+ for(t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status == ATCH) {
+ int a = t->adam;
+ t->height = 0;
+ for(p = t->next; a > 0; p = p->next) {
+ if(p == sp->head) {
+ t->height = -9; /* Indicate end of processing for name() */
+ return;
+ }
+ if (p->status != ATCH || p->adam < 0 || p->adam>= a) {
+ a--;
+ }
+ t->height++;
+ }
+ if(t->height > BOUNCEOVER && t->posn == ' '){
+ t->posn = '_'; /* high defaults can be bounced */
+ } else if(t->height < 3 && t->posn == '_') {
+ t->posn = ' '; /* Can't bounce short throws. */
+ }
+ if(t->height < KICKMIN && t->posn == 'k'){
+ t->posn = ' '; /* Can't kick short throws */
+ }
+ if(t->height > THROWMAX){
+ t->posn = 'k'; /* Use kicks for ridiculously high throws */
+ }
+ t->status = THRATCH;
+ }
+ }
+}
- OffsetHandlePosition(pPos, HandleLen, pPos);
- }
- }
+/* Discover converted heights and update the sequence title */
+static void
+name(jugglestruct *sp)
+{
+ Trajectory *t, *p;
+ char buffer[BUFSIZ];
+ char *b;
+ for(t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status == THRATCH && t->name != NULL) {
+ b = buffer;
+ for(p = t; p == t || p->name == NULL; p = p->next) {
+ if(p == sp->head || p->height < 0) { /* end of reliable data */
+ return;
+ }
+ if(p->posn == ' ') {
+ b += sprintf(b, " %d", p->height);
+ } else {
+ b += sprintf(b, " %c%d", p->posn, p->height);
+ }
+ if(b - buffer > 500) break; /* otherwise this could eventually
+ overflow. It'll be too big to
+ display anyway. */
+ }
+ if(*t->name != 0) {
+ (void) sprintf(b, ", %s", t->name);
+ }
+ free(t->name); /* Don't need name any more, it's been converted
+ to pattern */
+ t->name = NULL;
+ if(t->pattern != NULL) free(t->pattern);
+ t->pattern = strdup(buffer);
+ }
+ }
}
+/* Split Thratch notation into explicit throws and catches.
+ Usually Catch follows Throw in same hand, but take care of special
+ cases. */
-/* Alpha is used to represent the acceleration due to gravity (in fact
- * 2 * Alpha is the acceleration). Alpha is adjusted according to the pattern
- * being juggled. My preference is to slow down patterns with lots of objects
- * -- they move too fast in realtime. Also I prefer to see a balance between
- * the size of the figure and the height of objects thrown -- juggling patterns
- * with large numbers of objects under real gravity can mean balls are lobbed
- * severe heights. Adjusting Alpha achieves both these goals.
- *
- * Basically we pick a height we'd like to see the biggest throw reach and then
- * adjust Alpha to meet this. */
+/* ..n1.. -> .. LTn RT1 LC RC .. */
+/* ..nm.. -> .. LTn LC RTm RC .. */
-static void SetHeightAndAlpha(PATTERN_INFO* pPattern,
- const int* Site, const EXT_SITE_INFO* pExtInfo, int Len)
+static Bool
+part(jugglestruct *sp)
{
- float H;
- int MaxW = 5;
- int i;
-
- if (Site != NULL)
- {
- for (i = 0; i < Len; i++)
- MaxW = max(MaxW, Site[i]);
- }
- else
- {
- for (i = 0; i < Len; i++)
- MaxW = max(MaxW, pExtInfo[i].Weight);
- }
-
- /* H is the ideal max height we'd like our objects to reach. The formula
- * was developed by trial and error and was simply stolen from Juggle Saver.
- * Alpha is then calculated from the classic displacement formula:
- * s = 0.5at^2 + ut (where a = 2 * Alpha)
- * We know u (the velocity) is zero at the peak, and the object should fall
- * H units in half the time of biggest throw weight.
- * Finally we determine the proper height the max throw reaches since this
- * may not be H because capping may be applied (e.g. for max weights less
- * than 5). */
-
- H = 8.0f * powf(MaxW / 2.0f, 0.8f) + 5.0f;
- pPattern->Alpha = (2.0f * H) / powf(max(5, MaxW) - CARRY_TIME, 2.0f);
- pPattern->Height = pPattern->Alpha * powf((MaxW - CARRY_TIME) * 0.5f, 2);
+ Trajectory *t, *nt, *p;
+ Hand hand = (LRAND() & 1) ? RIGHT : LEFT;
+
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status > THRATCH) {
+ hand = t->hand;
+ } else if (t->status == THRATCH) {
+ char posn = '=';
+
+ /* plausibility check */
+ if (t->height <= 2 && t->posn == '_') {
+ t->posn = ' '; /* no short bounces */
+ }
+ if (t->height <= 1 && (t->posn == '=' || t->posn == '&')) {
+ t->posn = ' '; /* 1's need close catches */
+ }
+
+ switch (t->posn) {
+ /* throw catch */
+ case ' ': posn = '-'; t->posn = '+'; break;
+ case '+': posn = '+'; t->posn = '-'; break;
+ case '=': posn = '='; t->posn = '+'; break;
+ case '&': posn = '+'; t->posn = '='; break;
+ case 'x': posn = '='; t->posn = '='; break;
+ case '_': posn = '_'; t->posn = '-'; break;
+ case 'k': posn = 'k'; t->posn = 'k'; break;
+ default:
+ (void) fprintf(stderr, "juggle: unexpected posn %c\n", t->posn);
+ break;
+ }
+ hand = (Hand) ((hand + 1) % 2);
+ t->status = ACTION;
+ t->hand = hand;
+ p = t->prev;
+
+ if (t->height == 1 && p != sp->head) {
+ p = p->prev; /* '1's are thrown earlier than usual */
+ }
+
+
+
+ t->action = CATCH;
+ ADD_ELEMENT(Trajectory, nt, p);
+ if(nt == NULL){
+ free_juggle(sp);
+ return False;
+ }
+ nt->object = NULL;
+ nt->status = ACTION;
+ nt->action = THROW;
+ nt->height = t->height;
+ nt->hand = hand;
+ nt->posn = posn;
+
+ }
+ }
+ return True;
}
+static ObjType
+choose_object(void) {
+ ObjType o;
+ for (;;) {
+ o = (ObjType)NRAND((ObjType)NUM_OBJECT_TYPES);
+ if(balls && o == BALL) break;
+ if(clubs && o == CLUB) break;
+ if(torches && o == TORCH) break;
+ if(knives && o == KNIFE) break;
+ if(rings && o == RING) break;
+ if(bballs && o == BBALLS) break;
+ }
+ return o;
+}
-/* Where positions and spin info is not specified, generate suitable default
- * values. */
+/* Connnect up throws and catches to figure out which ball goes where.
+ Do the same with the juggler's hands. */
-static int GetDefaultSpins(int Weight)
+static void
+lob(ModeInfo *mi)
{
- if (Weight < 3)
- return 0;
- else if (Weight < 4)
- return 1;
- else if (Weight < 7)
- return 2;
- else
- return 3;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ Trajectory *t, *p;
+ int h;
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status == ACTION) {
+ if (t->action == THROW) {
+ if (t->type == Empty) {
+ /* Create new Object */
+ ADD_ELEMENT(Object, t->object, sp->objects);
+ t->object->count = 1;
+ t->object->tracelen = 0;
+ t->object->active = False;
+ /* Initialise object's circular trace list */
+ ADD_ELEMENT(Trace, t->object->trace, t->object->trace);
+
+ if (MI_NPIXELS(mi) > 2) {
+ t->object->color = 1 + NRAND(MI_NPIXELS(mi) - 2);
+ } else {
+#ifdef STANDALONE
+ t->object->color = 1;
+#else
+ t->object->color = 0;
+#endif
+ }
+
+ /* Small chance of picking a random object instead of the
+ current theme. */
+ if(NRAND(OBJMIXPROB) == 0) {
+ t->object->type = choose_object();
+ } else {
+ t->object->type = sp->objtypes;
+ }
+
+ /* Check to see if we need trails for this object */
+ if(tail < ObjectDefs[t->object->type].mintrail) {
+ t->object->tail = ObjectDefs[t->object->type].mintrail;
+ } else {
+ t->object->tail = tail;
+ }
+ }
+
+ /* Balls can change divisions at each throw */
+ /* no, that looks stupid. -jwz */
+ if (t->divisions < 1)
+ t->divisions = 2 * (NRAND(2) + 1);
+
+ /* search forward for next catch in this hand */
+ for (p = t->next; t->handlink == NULL; p = p->next) {
+ if(p->status < ACTION || p == sp->head) return;
+ if (p->action == CATCH) {
+ if (t->handlink == NULL && p->hand == t->hand) {
+ t->handlink = p;
+ }
+ }
+ }
+
+ if (t->height > 0) {
+ h = t->height - 1;
+
+ /* search forward for next ball catch */
+ for (p = t->next; t->balllink == NULL; p = p->next) {
+ if(p->status < ACTION || p == sp->head) {
+ t->handlink = NULL;
+ return;
+ }
+ if (p->action == CATCH) {
+ if (t->balllink == NULL && --h < 1) { /* caught */
+ t->balllink = p; /* complete trajectory */
+# if 0
+ if (p->type == Full) {
+ (void) fprintf(stderr, "juggle[%d]: Dropped %d\n",
+ MI_SCREEN(mi), t->object->color);
+ }
+#endif
+ p->type = Full;
+ DUP_OBJECT(p, t); /* accept catch */
+ p->angle = t->angle;
+ p->divisions = t->divisions;
+ }
+ }
+ }
+ }
+ t->type = Empty; /* thrown */
+ } else if (t->action == CATCH) {
+ /* search forward for next throw from this hand */
+ for (p = t->next; t->handlink == NULL; p = p->next) {
+ if(p->status < ACTION || p == sp->head) return;
+ if (p->action == THROW && p->hand == t->hand) {
+ p->type = t->type; /* pass ball */
+ DUP_OBJECT(p, t); /* pass object */
+ p->divisions = t->divisions;
+ t->handlink = p;
+ }
+ }
+ }
+ t->status = LINKEDACTION;
+ }
+ }
}
-
-static void GetDefaultFromPosition(unsigned char Side, int Weight, POS* pPos)
+/* Clap when both hands are empty */
+static void
+clap(jugglestruct *sp)
{
- if (Weight > 4 && Weight % 2 != 0)
- pPos->x = Side ? -0.06f : 0.06f;
- else if (Weight == 0 || Weight == 2)
- pPos->x = Side ? 1.6f : -1.6f;
- else
- pPos->x = Side? 0.24f : -0.24f;
-
- pPos->y = (Weight == 2 || Weight == 0) ? -0.25f : 0.0f;
-
- pPos->Rot = (Weight % 2 == 0 ? -23.5f : 27.0f) * (Side ? -1.0f : 1.0f);
-
- pPos->Elev = Weight == 1 ? -30.0f : 0.0f;
- pPos->z = 0.0f;
+ Trajectory *t, *p;
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status == LINKEDACTION &&
+ t->action == CATCH &&
+ t->type == Empty &&
+ t->handlink != NULL &&
+ t->handlink->height == 0) { /* Completely idle hand */
+
+ for (p = t->next; p != sp->head; p = p->next) {
+ if (p->status == LINKEDACTION &&
+ p->action == CATCH &&
+ p->hand != t->hand) { /* Next catch other hand */
+ if(p->type == Empty &&
+ p->handlink != NULL &&
+ p->handlink->height == 0) { /* Also completely idle */
+
+ t->handlink->posn = '^'; /* Move first hand's empty throw */
+ p->posn = '^'; /* to meet second hand's empty
+ catch */
+
+ }
+ break; /* Only need first catch */
+ }
+ }
+ }
+ }
}
+#define CUBIC(s, t) ((((s).a * (t) + (s).b) * (t) + (s).c) * (t) + (s).d)
-static void GetDefaultToPosition(unsigned char Side, int Weight, POS* pPos)
+/* Compute single spline from x0 with velocity dx0 at time t0 to x1
+ with velocity dx1 at time t1 */
+static Spline
+makeSpline(double x0, double dx0, int t0, double x1, double dx1, int t1)
{
- if (Weight == 1)
- pPos->x = Side ? -1.0f : 1.0f;
- else if (Weight % 2 == 0)
- pPos->x = Side ? 2.8f : -2.8f;
- else
- pPos->x = Side? -3.1f : 3.1f;
-
- pPos->y = -0.5f;
-
- pPos->Rot = (Side ? -35.0f : 35.0f) * (Weight % 2 == 0 ? -1.0f : 1.0f);
-
- if (Weight < 2)
- pPos->Elev = -30.0f;
-
- else if (Weight < 4)
- pPos->Elev = 360.0f - 50.0f;
- else if (Weight < 7)
- pPos->Elev = 720.0f - 50.0f;
- else
- pPos->Elev = 360.0f * GetDefaultSpins(Weight) - 50.0f;
- pPos->z = 0.0f;
+ Spline s;
+ double a, b, c, d;
+ double x10;
+ double t10;
+
+ x10 = x1 - x0;
+ t10 = t1 - t0;
+ a = ((dx0 + dx1)*t10 - 2*x10) / (t10*t10*t10);
+ b = (3*x10 - (2*dx0 + dx1)*t10) / (t10*t10);
+ c = dx0;
+ d = x0;
+ s.a = a;
+ s.b = -3*a*t0 + b;
+ s.c = (3*a*t0 - 2*b)*t0 + c;
+ s.d = ((-a*t0 + b)*t0 - c)*t0 +d;
+ return s;
}
-
-/* Update the members of PATTERN_INFO for a given juggling pattern. The pattern
- * can come from an ordinary siteswap (Site != NULL) or from a Juggle Saver
- * compatible pattern that contains, position and object info etc.
- * We assume that patterns are valid and have at least one object (a site of
- * zeros is invalid). The ones we generate randomly are safe. */
-
-static void InitPatternInfo(PATTERN_INFO* pPattern,
- const int* Site, const EXT_SITE_INFO* pExtInfo, int Len)
+/* Compute a pair of splines. s1 goes from x0 vith velocity dx0 at
+ time t0 to x1 at time t1. s2 goes from x1 at time t1 to x2 with
+ velocity dx2 at time t2. The arrival and departure velocities at
+ x1, t1 must be the same. */
+static double
+makeSplinePair(Spline *s1, Spline *s2,
+ double x0, double dx0, int t0,
+ double x1, int t1,
+ double x2, double dx2, int t2)
{
- /* Double up on the length of the site if it's of an odd length.
- * This way we can store position information: even indices are on one
- * side and odds are on the other. */
- int InfoLen = Len % 2 == 1 ? Len * 2 : Len;
- int i;
- THROW_INFO* pInfo = (THROW_INFO*) calloc(InfoLen, sizeof(THROW_INFO));
- int Objects = 0;
- unsigned char* pUsed;
-
- pPattern->MaxWeight = 0;
- pPattern->ThrowLen = InfoLen;
- pPattern->pThrowInfo = pInfo;
-
- SetHeightAndAlpha(pPattern, Site, pExtInfo, Len);
-
- /* First pass through we assign the things we know about for sure just by
- * looking at the throw weight at this position. This includes TimeInAir;
- * the throw and catch positions; and throw and catch velocities.
- * Other information, like the total time for the throw (i.e. when the
- * object is thrown again) relies on how the rest of the pattern is
- * structured and we defer this task for successive passes and just make
- * guesses at this stage. */
-
- for (i = 0; i < InfoLen; i++)
- {
- float t1;
- int w = pExtInfo != NULL ? pExtInfo[i % Len].Weight : Site[i % Len];
-
- pInfo[i].TotalTime = pInfo[i].TimeInAir = w;
- pInfo[(w + i) % Len].PrevThrow = i;
-
- /* work out where we are throwing this object from and where it's going
- * to land. */
-
- if (pExtInfo == NULL || (pExtInfo[i % Len].Flags & HAS_FROM_POS) == 0)
- GetDefaultFromPosition(i % 2, w, &pInfo[i].FromPos);
- else
- pInfo[i].FromPos = pExtInfo[i % Len].FromPos;
-
- if (pExtInfo == NULL || (pExtInfo[i % Len].Flags & HAS_TO_POS) == 0)
- GetDefaultToPosition(i % 2, w, &pInfo[i].ToPos);
- else
- pInfo[i].ToPos = pExtInfo[i % Len].ToPos;
-
- /* calculate the velocity the object is moving at the start and end
- * points -- this information is used to interpolate the hand position
- * and to determine how the object is moved while it's carried to the
- * next throw position.
- *
- * The throw motion is governed by a parabola of the form:
- * y(t) = a * t ^ 2 + b * t + c
- * Assuming at the start of the throw y(0) = y0; when it's caught
- * y(t1) = y1; and the accelation is -2.0 * alpha the equation can be
- * rewritten as:
- * y(t) = -alpha * t ^ 2 + (alpha * t1 + (y1 - y0) / t1) * t + y0
- * making the velocity:
- * y'(t) = -2.0 * alpha * t + (alpha * t1 + (y1 - y0) / t1)
- * To get the y component of velocity first we determine t1, which is
- * the throw weight minus the time spent carrying the object. Then
- * perform the relevant substitutions into the above.
- * (note: y'(t) = y'(0) - 2.0 * alpha * t)
- *
- * The velocity in the x direction is constant and can be simply
- * obtained from:
- * x' = (x1 - x0) / t1
- * where x0 and x1 are the start and end x-positions respectively.
- */
-
- t1 = w - CARRY_TIME;
-
- pInfo[i].FromVelocity.y = pPattern->Alpha * t1 +
- (pInfo[i].ToPos.y - pInfo[i].FromPos.y) / t1;
- pInfo[i].ToVelocity.y =
- pInfo[i].FromVelocity.y - 2.0f * pPattern->Alpha * t1;
- pInfo[i].FromVelocity.x = pInfo[i].ToVelocity.x =
- (pInfo[i].ToPos.x - pInfo[i].FromPos.x) / t1;
- pInfo[i].FromVelocity.z = pInfo[i].ToVelocity.z =
- (pInfo[i].ToPos.z - pInfo[i].FromPos.z) / t1;
- pInfo[i].FromVelocity.Rot = pInfo[i].ToVelocity.Rot =
- (pInfo[i].ToPos.Rot - pInfo[i].FromPos.Rot) / t1;
- pInfo[i].FromVelocity.Elev = pInfo[i].ToVelocity.Elev =
- (pInfo[i].ToPos.Elev - pInfo[i].FromPos.Elev) / t1;
-
-
- if (pExtInfo != NULL && (pExtInfo[i % Len].Flags & HAS_SNATCH) != 0)
- {
- pInfo[i].ToVelocity.x = pExtInfo[i % Len].SnatchX;
- pInfo[i].ToVelocity.y = pExtInfo[i % Len].SnatchY;
- }
-
- if (pExtInfo != NULL && (pExtInfo[i % Len].Flags & HAS_SPINS) != 0)
- {
- pInfo[i].ToPos.Elev = 360.0f * pExtInfo[i % Len].Spins +
- NormaliseAngle(pInfo[i].ToPos.Elev);
- }
-
- Objects += w;
- if (w > pPattern->MaxWeight)
- pPattern->MaxWeight = w;
- }
+ double x10, x21, t21, t10, t20, dx1;
+ x10 = x1 - x0;
+ x21 = x2 - x1;
+ t21 = t2 - t1;
+ t10 = t1 - t0;
+ t20 = t2 - t0;
+ dx1 = (3*x10*t21*t21 + 3*x21*t10*t10 + 3*dx0*t10*t21*t21
+ - dx2*t10*t10*t21 - 4*dx0*t10*t21*t21) /
+ (2*t10*t21*t20);
+ *s1 = makeSpline(x0, dx0, t0, x1, dx1, t1);
+ *s2 = makeSpline(x1, dx1, t1, x2, dx2, t2);
+ return dx1;
+}
- Objects /= InfoLen;
+/* Compute a Ballistic path in a pair of degenerate splines. sx goes
+ from x at time t at constant velocity dx. sy goes from y at time t
+ with velocity dy and constant acceleration g. */
+static void
+makeParabola(Trajectory *n,
+ double x, double dx, double y, double dy, double g)
+{
+ double t = (double)n->start;
+ n->xp.a = 0;
+ n->xp.b = 0;
+ n->xp.c = dx;
+ n->xp.d = -dx*t + x;
+ n->yp.a = 0;
+ n->yp.b = g/2;
+ n->yp.c = -g*t + dy;
+ n->yp.d = g/2*t*t - dy*t + y;
+}
- /* Now we go through again and work out exactly how long it is before the
- * object is thrown again (ie. the TotalTime) typically this is the same
- * as the time in air, however when we have a throw weight of '2' it's
- * treated as a hold and we increase the total time accordingly. */
- for (i = 0; i < InfoLen; i++)
- {
- if (pInfo[i].TimeInAir != 2)
- {
- int Next = pInfo[i].TimeInAir + i;
- while (pInfo[Next % InfoLen].TimeInAir == 2)
- {
- Next += 2;
- pInfo[i].TotalTime += 2;
- }
- /* patch up the Prev index. We don't bother to see if this
- * is different from before since it's always safe to reassign it */
- pInfo[Next % InfoLen].PrevThrow = i;
- }
- }
- /* then we work our way through again figuring out where the hand goes to
- * catch something as soon as it has thrown the current object. */
+#define SX 25 /* Shoulder Width */
- for (i = 0; i < InfoLen; i++)
- {
- if (pInfo[i].TimeInAir != 0 && pInfo[i].TimeInAir != 2)
- {
- /* what we're trying to calculate is how long the hand that threw
- * the current object has to wait before it throws another.
- * Typically this is two beats later. However '0' in the site swap
- * represents a gap in a catch, and '2' represents a hold. We skip
- * over these until we reach the point where a ball is actually
- * thrown. */
- int Wait = 2;
- while (pInfo[(i + Wait) % InfoLen].TimeInAir == 2 ||
- pInfo[(i + Wait) % InfoLen].TimeInAir == 0)
- {
- Wait += 2;
- }
- pInfo[i].NextForHand = Wait;
- }
- else
- {
- /* Be careful to ensure the current weight isn't one we're trying
- * to step over; otherwise we could potentially end up in an
- * infinite loop. The value we assign may end up being used
- * in patterns with infinite gaps (e.g. 60) or infinite holds
- * (e.g. 62) in both cases, setting a wait of 2 ensures things
- * are well behaved. */
- pInfo[i].NextForHand = 2;
- }
- }
+/* Convert hand position symbols into actual time/space coordinates */
+static void
+positions(jugglestruct *sp)
+{
+ Trajectory *t;
+ unsigned long now = sp->time; /* Make sure we're not lost in the past */
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status >= PTHRATCH) {
+ now = t->start;
+ } else if (t->status == ACTION || t->status == LINKEDACTION) {
+ /* Allow ACTIONs to be annotated, but we won't mark them ready
+ for the next stage */
+
+ double xo = 0, yo;
+ double sx = SX;
+ double pose = SX/2;
+
+ /* time */
+ if (t->action == CATCH) { /* Throw-to-catch */
+ if (t->type == Empty) {
+ now += (int) THROW_NULL_INTERVAL; /* failed catch is short */
+ } else { /* successful catch */
+ now += (int)(THROW_CATCH_INTERVAL);
+ }
+ } else { /* Catch-to-throw */
+ if(t->object != NULL) {
+ now += (int) (CATCH_THROW_INTERVAL *
+ ObjectDefs[t->object->type].weight);
+ } else {
+ now += (int) (CATCH_THROW_INTERVAL);
+ }
+ }
+
+ if(t->start == 0)
+ t->start = now;
+ else /* Concatenated performances may need clock resync */
+ now = t->start;
+
+ t->cx = 0;
+
+ /* space */
+ yo = 90;
+
+ /* Add room for the handle */
+ if(t->action == CATCH && t->object != NULL)
+ yo -= ObjectDefs[t->object->type].handle;
+
+ switch (t->posn) {
+ case '-': xo = sx - pose; break;
+ case '_':
+ case 'k':
+ case '+': xo = sx + pose; break;
+ case '~':
+ case '=': xo = - sx - pose; yo += pose; break;
+ case '^': xo = 0; yo += pose*2; break; /* clap */
+ default:
+ (void) fprintf(stderr, "juggle: unexpected posn %c\n", t->posn);
+ break;
+ }
+
+#ifdef _2DSpinsDontWorkIn3D
+ t->angle = (((t->hand == LEFT) ^
+ (t->posn == '+' || t->posn == '_' || t->posn == 'k' ))?
+ -1 : 1) * M_PI/2;
+#else
+ t->angle = -M_PI/2;
+#endif
- /* Now work out the starting positions for the objects. To do this we
- * unweave the initial throws so we can pick out the individual threads. */
+ t->x = t->cx + ((t->hand == LEFT) ? xo : -xo);
+ t->y = yo;
- pUsed = (unsigned char*)
- malloc(sizeof(unsigned char) * pPattern->MaxWeight);
- pPattern->Objects = Objects;
- pPattern->pObjectInfo = (OBJECT_POSITION*) calloc(
- Objects, sizeof(OBJECT_POSITION));
+ /* Only mark complete if it was already linked */
+ if(t->status == LINKEDACTION) {
+ t->status = PTHRATCH;
+ }
+ }
+ }
+}
- for (i = 0; i < pPattern->MaxWeight; i++)
- pUsed[i] = 0;
- for (i = 0; i < pPattern->MaxWeight; i++)
- {
- int w = pInfo[i % InfoLen].TimeInAir;
- if (pUsed[i] == 0 && w != 0)
- {
- Objects--;
- pPattern->pObjectInfo[Objects].TimeOffset = i;
- pPattern->pObjectInfo[Objects].ThrowIndex = i % InfoLen;
- pPattern->pObjectInfo[Objects].TotalTwist = 0.0f;
+/* Private physics functions */
- if (pExtInfo != NULL &&
- pExtInfo[i % Len].ObjectType != OBJECT_DEFAULT)
- {
- pPattern->pObjectInfo[Objects].ObjectType =
- pExtInfo[i % Len].ObjectType;
- }
- else
- {
- pPattern->pObjectInfo[Objects].ObjectType = (1 + random() % 3);
- }
- }
+/* Compute the spin-rate for a trajectory. Different types of throw
+ (eg, regular thows, bounces, kicks, etc) have different spin
+ requirements.
- if (w + i < pPattern->MaxWeight)
- pUsed[w + i] = 1;
-
- }
+ type = type of object
+ h = trajectory of throwing hand (throws), or next throwing hand (catches)
+ old = earlier spin to consider
+ dt = time span of this trajectory
+ height = height of ball throw or 0 if based on old spin
+ turns = full club turns required during this operation
+ togo = partial club turns required to match hands
+*/
+static double
+spinrate(ObjType type, Trajectory *h, double old, double dt,
+ int height, int turns, double togo)
+{
+#ifdef _2DSpinsDontWorkIn3D
+ const int dir = (h->hand == LEFT) ^ (h->posn == '+')? -1 : 1;
+#else
+ const int dir = 1;
+#endif
- pPattern->LeftHand.TimeOffset = pPattern->LeftHand.ThrowIndex = 0;
- pPattern->RightHand.TimeOffset = pPattern->RightHand.ThrowIndex = 1;
-
- free(pUsed);
+ if(ObjectDefs[type].handle != 0) { /* Clubs */
+ return (dir * turns * 2 * M_PI + togo) / dt;
+ } else if(height == 0) { /* Balls already spinning */
+ return old/2;
+ } else { /* Balls */
+ return dir * NRAND(height*10)/20/ObjectDefs[type].weight * 2 * M_PI / dt;
+ }
}
-static void ReleasePatternInfo(PATTERN_INFO* pPattern)
+/* compute the angle at the end of a spinning trajectory */
+static double
+end_spin(Trajectory *t)
{
- free(pPattern->pObjectInfo);
- free(pPattern->pThrowInfo);
+ return t->angle + t->spin * (t->finish - t->start);
}
-
-/*****************************************************************************
- *
- * Sites
- *
- ****************************************************************************/
-
-/* Generate a random site swap. We assume that MaxWeight >= ObjCount and
- * Len >= MaxWeight. */
-
-static int* Generate(int Len, int MaxWeight, int ObjCount)
+/* Sets the initial angle of the catch following hand movement t to
+ the final angle of the throw n. Also sets the angle of the
+ subsequent throw to the same angle plus half a turn. */
+static void
+match_spins_on_catch(Trajectory *t, Trajectory *n)
{
- int* Weight = (int*) calloc(Len, sizeof(int));
- int* Used = (int*) calloc(Len, sizeof(int));
- int* Options = (int*) calloc(MaxWeight + 1, sizeof(int));
- int nOpts;
- int i, j;
-
- for (i = 0; i < Len; i++)
- Weight[i] = Used[i] = -1;
-
- /* Pick out a unique the starting position for each object. -2 is put in
- * the Used array to signify this is a starting position. */
-
- while (ObjCount > 0)
- {
- nOpts = 0;
- for (j = 0; j < MaxWeight; j++)
- {
- if (Used[j] == -1)
- Options[nOpts++] = j;
- }
-
- Used[Options[random() % nOpts]] = -2;
- ObjCount--;
- }
-
- /* Now work our way through the pattern moving throws into an available
- * landing positions. */
- for (i = 0; i < Len; i++)
- {
- if (Used[i] == -1)
- {
- /* patch up holes in the pattern to zeros */
- Used[i] = 1;
- Weight[i] = 0;
- }
- else
- {
- /* Work out the possible places where a throw can land and pick a
- * weight at random. */
- int w;
- nOpts = 0;
-
- for (j = 0 ; j <= MaxWeight; j++)
- {
- if (Used[(i + j) % Len] == -1)
- Options[nOpts++] = j;
- }
-
- w = Options[random() % nOpts];
- Weight[i] = w;
-
- /* For starting throws make position available for a throw to land.
- * Because Len >= MaxWeight these positions will only be filled when
- * a throw wraps around the end of the site swap and therefore we
- * can guarantee the all the object threads will be tied up. */
- if (Used[i] == -2)
- Used[i] = -1;
-
- Used[(i + w) % Len] = 1;
- }
- }
-
- free(Options);
- free(Used);
- return Weight;
+ if(ObjectDefs[t->balllink->object->type].handle == 0) {
+ t->balllink->angle = end_spin(n);
+ if(t->balllink->handlink != NULL) {
+#ifdef _2DSpinsDontWorkIn3D
+ t->balllink->handlink->angle = t->balllink->angle + M_PI;
+#else
+ t->balllink->handlink->angle = t->balllink->angle;
+#endif
+ }
+ }
}
-
-/* Routines to parse the Juggle Saver patterns. These routines are a bit yucky
- * and make the big assumption that the patterns are well formed. This is fine
- * as it stands because only 'good' ones are used but if the code is ever
- * extended to read arbitrary patterns (say from a file) then these routines
- * need to be beefed up. */
-
-/* The position text looks something like (x,y,z[,rot[,elev]])
- * where the stuff in square brackets is optional */
-
-static unsigned char ParsePositionText(const char** ppch, POS* pPos)
+static double
+find_bounce(jugglestruct *sp,
+ double yo, double yf, double yc, double tc, double cor)
{
- const char* pch = *ppch;
- unsigned char OK;
- char szTemp[32];
- char* pOut;
- float* Nums[4];
- int i;
-
- Nums[0] = &pPos->x;
- Nums[1] = &pPos->y;
- Nums[2] = &pPos->Rot;
- Nums[3] = &pPos->Elev;
-
-
- while (*pch == ' ')
- pch++;
-
- OK = *pch == '(';
-
- if (OK)
- pch++;
-
- for (i = 0; OK && i < 4; i++)
- {
- pOut = szTemp;
- while (*pch == ' ')
- pch++;
- while (*pch != ',' && *pch != '\0' && *pch != ')' && *pch != ' ')
- *pOut++ = *pch++;
- *pOut = '\0';
-
- if (szTemp[0] != '\0')
- *Nums[i] = (float) atof(szTemp);
-
- while (*pch == ' ')
- pch++;
-
- if (i < 3)
- {
- if (*pch == ',')
- pch++;
- else if (*pch == ')')
- break;
- else
- OK = 0;
- }
- }
-
- if (OK)
- {
- while (*pch == ' ')
- pch++;
- if (*pch == ')')
- pch++;
- else
- OK = 0;
- }
-
- *ppch = pch;
-
- return OK;
+ double tb, i, dy = 0;
+ const double e = 1; /* permissible error in yc */
+
+ /*
+ tb = time to bounce
+ yt = height at catch time after one bounce
+ one or three roots according to timing
+ find one by interval bisection
+ */
+ tb = tc;
+ for(i = tc / 2; i > 0.0001; i/=2){
+ double dt, yt;
+ if(tb == 0){
+ (void) fprintf(stderr, "juggle: bounce div by zero!\n");
+ break;
+ }
+ dy = (yf - yo)/tb + sp->Gr/2*tb;
+ dt = tc - tb;
+ yt = -cor*dy*dt + sp->Gr/2*dt*dt + yf;
+ if(yt < yc + e){
+ tb-=i;
+ }else if(yt > yc - e){
+ tb+=i;
+ }else{
+ break;
+ }
+ }
+ if(dy*THROW_CATCH_INTERVAL < -200) { /* bounce too hard */
+ tb = -1;
+ }
+ return tb;
}
-
-static EXT_SITE_INFO* ParsePattern(const char* Site, int* pLen)
+static Trajectory*
+new_predictor(const Trajectory *t, int start, int finish, double angle)
{
- const char* pch = Site;
- int Len = 0;
- EXT_SITE_INFO* pInfo = NULL;
- unsigned char OK = 1;
+ Trajectory *n;
+ ADD_ELEMENT(Trajectory, n, t->prev);
+ if(n == NULL){
+ return NULL;
+ }
+ DUP_OBJECT(n, t);
+ n->divisions = t->divisions;
+ n->type = Ball;
+ n->status = PREDICTOR;
+
+ n->start = start;
+ n->finish = finish;
+ n->angle = angle;
+ return n;
+}
- while (OK && *pch != 0)
- {
- EXT_SITE_INFO Info;
- Info.Flags = 0;
+/* Turn abstract timings into physically appropriate object trajectories. */
+static Bool
+projectile(jugglestruct *sp)
+{
+ Trajectory *t;
+ const int yf = 0; /* Floor height */
+
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if (t->status != PTHRATCH || t->action != THROW) {
+ continue;
+ } else if (t->balllink == NULL) { /* Zero Throw */
+ t->status = BPREDICTOR;
+ } else if (t->balllink->handlink == NULL) { /* Incomplete */
+ return True;
+ } else if(t->balllink == t->handlink) {
+ /* '2' height - hold on to ball. Don't need to consider
+ flourishes, 'hands' will do that automatically anyway */
+
+ t->type = Full;
+ /* Zero spin to avoid wrist injuries */
+ t->spin = 0;
+ match_spins_on_catch(t, t);
+ t->dx = t->dy = 0;
+ t->status = BPREDICTOR;
+ continue;
+ } else {
+ if (t->posn == '_') { /* Bounce once */
+
+ const int tb = t->start +
+ find_bounce(sp, t->y, (double) yf, t->balllink->y,
+ (double) (t->balllink->start - t->start),
+ ObjectDefs[t->object->type].cor);
+
+ if(tb < t->start) { /* bounce too hard */
+ t->posn = '+'; /* Use regular throw */
+ } else {
+ Trajectory *n; /* First (throw) trajectory. */
+ double dt; /* Time span of a trajectory */
+ double dy; /* Distance span of a follow-on trajectory.
+ First trajectory uses t->dy */
+ /* dx is constant across both trajectories */
+ t->dx = (t->balllink->x - t->x) / (t->balllink->start - t->start);
+
+ { /* ball follows parabola down */
+ n = new_predictor(t, t->start, tb, t->angle);
+ if(n == NULL) return False;
+ dt = n->finish - n->start;
+ /* Ball rate 4, no flight or matching club turns */
+ n->spin = spinrate(t->object->type, t, 0.0, dt, 4, 0, 0.0);
+ t->dy = (yf - t->y)/dt - sp->Gr/2*dt;
+ makeParabola(n, t->x, t->dx, t->y, t->dy, sp->Gr);
+ }
+
+ { /* ball follows parabola up */
+ Trajectory *m = new_predictor(t, n->finish, t->balllink->start,
+ end_spin(n));
+ if(m == NULL) return False;
+ dt = m->finish - m->start;
+ /* Use previous ball rate, no flight club turns */
+ m->spin = spinrate(t->object->type, t, n->spin, dt, 0, 0,
+ t->balllink->angle - m->angle);
+ match_spins_on_catch(t, m);
+ dy = (t->balllink->y - yf)/dt - sp->Gr/2 * dt;
+ makeParabola(m, t->balllink->x - t->dx * dt,
+ t->dx, (double) yf, dy, sp->Gr);
+ }
+
+ t->status = BPREDICTOR;
+ continue;
+ }
+ } else if (t->posn == 'k') { /* Drop & Kick */
+ Trajectory *n; /* First (drop) trajectory. */
+ Trajectory *o; /* Second (rest) trajectory */
+ Trajectory *m; /* Third (kick) trajectory */
+ const int td = t->start + 2*THROW_CATCH_INTERVAL; /* Drop time */
+ const int tk = t->balllink->start - 5*THROW_CATCH_INTERVAL; /* Kick */
+ double dt, dy;
+
+ { /* Fall to ground */
+ n = new_predictor(t, t->start, td, t->angle);
+ if(n == NULL) return False;
+ dt = n->finish - n->start;
+ /* Ball spin rate 4, no flight club turns */
+ n->spin = spinrate(t->object->type, t, 0.0, dt, 4, 0,
+ t->balllink->angle - n->angle);
+ t->dx = (t->balllink->x - t->x) / dt;
+ t->dy = (yf - t->y)/dt - sp->Gr/2*dt;
+ makeParabola(n, t->x, t->dx, t->y, t->dy, sp->Gr);
+ }
+
+ { /* Rest on ground */
+ o = new_predictor(t, n->finish, tk, end_spin(n));
+ if(o == NULL) return False;
+ o->spin = 0;
+ makeParabola(o, t->balllink->x, 0.0, (double) yf, 0.0, 0.0);
+ }
+
+ /* Kick up */
+ {
+ m = new_predictor(t, o->finish, t->balllink->start, end_spin(o));
+ if(m == NULL) return False;
+ dt = m->finish - m->start;
+ /* Match receiving hand, ball rate 4, one flight club turn */
+ m->spin = spinrate(t->object->type, t->balllink->handlink, 0.0, dt,
+ 4, 1, t->balllink->angle - m->angle);
+ match_spins_on_catch(t, m);
+ dy = (t->balllink->y - yf)/dt - sp->Gr/2 * dt;
+ makeParabola(m, t->balllink->x, 0.0, (double) yf, dy, sp->Gr);
+ }
+
+ t->status = BPREDICTOR;
+ continue;
+ }
+
+ /* Regular flight, no bounce */
+ { /* ball follows parabola */
+ double dt;
+ Trajectory *n = new_predictor(t, t->start,
+ t->balllink->start, t->angle);
+ if(n == NULL) return False;
+ dt = t->balllink->start - t->start;
+ /* Regular spin */
+ n->spin = spinrate(t->object->type, t, 0.0, dt, t->height, t->height/2,
+ t->balllink->angle - n->angle);
+ match_spins_on_catch(t, n);
+ t->dx = (t->balllink->x - t->x) / dt;
+ t->dy = (t->balllink->y - t->y) / dt - sp->Gr/2 * dt;
+ makeParabola(n, t->x, t->dx, t->y, t->dy, sp->Gr);
+ }
+
+ t->status = BPREDICTOR;
+ }
+ }
+ return True;
+}
- while (*pch == ' ') pch++;
+/* Turn abstract hand motions into cubic splines. */
+static void
+hands(jugglestruct *sp)
+{
+ Trajectory *t, *u, *v;
- OK = *pch != '\0';
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ /* no throw => no velocity */
+ if (t->status != BPREDICTOR) {
+ continue;
+ }
- if (OK)
- Info.Weight = *pch >= 'A' ? *pch + 10 - 'A' : *pch - '0';
+ u = t->handlink;
+ if (u == NULL) { /* no next catch */
+ continue;
+ }
+ v = u->handlink;
+ if (v == NULL) { /* no next throw */
+ continue;
+ }
- /* parse object type */
- if (OK)
- {
- pch++;
- while (*pch == ' ') pch++;
+ /* double spline takes hand from throw, thru catch, to
+ next throw */
- if (*pch == 'b' || *pch == 'B')
- {
- Info.ObjectType = OBJECT_BALL;
- pch++;
- }
- else if (*pch == 'c' || *pch == 'C')
- {
- Info.ObjectType = OBJECT_CLUB;
- pch++;
- }
- else if (*pch == 'r' || *pch == 'R')
- {
- Info.ObjectType = OBJECT_RING;
- pch++;
- }
- else if (*pch == 'd' || *pch == 'D')
- {
- Info.ObjectType = OBJECT_DEFAULT;
- pch++;
- }
- else
- {
- Info.ObjectType = OBJECT_DEFAULT;
- }
- }
+ t->finish = u->start;
+ t->status = PREDICTOR;
- /* Parse from position */
- if (OK)
- {
- while (*pch == ' ') pch++;
- if (*pch == '@')
- {
- pch++;
- GetDefaultFromPosition(Len % 2, Info.Weight, &Info.FromPos);
- Info.Flags |= HAS_FROM_POS;
- OK = ParsePositionText(&pch, &Info.FromPos);
- }
- }
+ u->finish = v->start;
+ u->status = PREDICTOR;
- /* Parse to position */
- if (OK)
- {
- while (*pch == ' ') pch++;
- if (*pch == '>')
- {
- pch++;
- GetDefaultToPosition(Len % 2, Info.Weight, &Info.ToPos);
- Info.Flags |= HAS_TO_POS;
- OK = ParsePositionText(&pch, &Info.ToPos);
- }
- }
- /* Parse snatch */
- if (OK)
- {
- while (*pch == ' ') pch++;
- if (*pch == '/')
- {
- POS Snatch;
- pch++;
- Info.Flags |= HAS_SNATCH;
- OK = ParsePositionText(&pch, &Snatch);
- Info.SnatchX = Snatch.x;
- Info.SnatchY = Snatch.y;
- }
- }
+ /* FIXME: These adjustments leave a small glitch when alternating
+ balls and clubs. Just hope no-one notices. :-) */
- /* Parse Spins */
- if (OK)
- {
- while (*pch == ' ') pch++;
- if (*pch == '*')
- {
- pch++;
- OK = 0;
- Info.Spins = 0;
- while (*pch >= '0' && *pch <= '9')
- {
- OK = 1;
- Info.Spins = Info.Spins * 10 + *pch - '0';
- pch++;
- }
- }
- else
- Info.Spins = GetDefaultSpins(Info.Weight);
+ /* make sure empty hand spin matches the thrown object in case it
+ had a handle */
- Info.Flags |= HAS_SPINS;
- }
+ t->spin = ((t->hand == LEFT)? -1 : 1 ) *
+ fabs((u->angle - t->angle)/(u->start - t->start));
- if (OK)
- {
- if (pInfo == NULL)
- pInfo = (EXT_SITE_INFO*) malloc(sizeof(EXT_SITE_INFO));
- else
- pInfo = (EXT_SITE_INFO*) realloc(pInfo, (Len + 1) * sizeof(EXT_SITE_INFO));
-
- pInfo[Len] = Info;
- Len++;
- }
- }
-
- if (!OK && pInfo != NULL)
- {
- free(pInfo);
- pInfo = NULL;
- }
+ u->spin = ((v->hand == LEFT) ^ (v->posn == '+')? -1 : 1 ) *
+ fabs((v->angle - u->angle)/(v->start - u->start));
- *pLen = Len;
+ (void) makeSplinePair(&t->xp, &u->xp,
+ t->x, t->dx, t->start,
+ u->x, u->start,
+ v->x, v->dx, v->start);
+ (void) makeSplinePair(&t->yp, &u->yp,
+ t->y, t->dy, t->start,
+ u->y, u->start,
+ v->y, v->dy, v->start);
- return pInfo;
+ t->status = PREDICTOR;
+ }
}
-
-/*****************************************************************************
- *
- * Juggle Saver Patterns
- *
- *****************************************************************************
- *
- * This is a selection of some of the more interesting patterns from taken
- * from the Juggle Saver sites.txt file. I've only used patterns that I
- * originally created.
- */
-
-const char* PatternText[] =
+/* Given target x, y find_elbow puts hand at target if possible,
+ * otherwise makes hand point to the target */
+static void
+find_elbow(int armlength, DXPoint *h, DXPoint *e, DXPoint *p, DXPoint *s,
+ int z)
{
- "9b@(-2.5,0,-70,40)>(2.5,0,70)*2 1b@(1,0,10)>(-1,0,-10)",
-
- "3B@(1,-0.4)>(2,4.2)/(-2,1)3B@(-1.8,4.4)>(-2.1,0)",
-
- "7c@(-2,0,-20)>(1.2,0,-5)7c@(2,0,20)>(-1.2,0,5)",
-
- "3b@(-0.5,0)>(1.5,0) 3b@(0.5,0)>(-1.5,0) 3r@(-2.5,3,-90,80)>(2,1,90,30)"
- "3b@(0.5,0)>(-1.5,0) 3b@(-0.5,0)>(1.5,0) 3r@(2.5,3,90,80)>(-2,1,-90,30)",
-
- "5c@(2,1.9,10)>(-1,1,10)5c@(2,1.8,10)>(-0.5,1.6,10)/(5,-1)"
- "5c@(1.6,0.2,10)>(0,-1,10)/(9,-2)5c@(-2,1.9,-10)>(1,1,-10)"
- "5c@(-2,1.8,-10)>(0.5,1.6,-10)/(-5,-1)5@(-1.6,0.2,-10)>(0,-1,-10)/(-9,-2)",
-
- "3c@(-1.5,0,0)>(-1.5,1,0)3c@(1.5,-0.2,0)>(1.5,-0.1,0)3c@(0,-0.5,0)>(0,1,0)"
- "3@(-1.5,2,0)>(-1.5,-1,0)3@(1.5,0,0)>(1.5,1,0)3@(0,0,0)>(0,-0.5,0)",
-
- "9c@(-2.5,0,-70,40)>(2.5,0,70)*2 1c@(1,0,10)>(-1,0,-10)*0",
-
- "3c@(2,0.5,60,0)>(1.5,4,60,80)/(-6,-12)"
- "3c@(-2,0.5,-60,0)>(-1.5,4,-60,80)/(6,-12)",
-
- "3c@(-0.2,0)>(1,0)3c@(0.2,0)>(-1,0)3c@(-2.5,2,-85,30)>(2.5,2,85,40)*2 "
- "3@(0.2,0)>(-1,0) 3@(-0.2,0)>(1,0) 3@(2.5,2,85,30)>(-2.5,2,-85,40)*2",
-
- "3c@(-0.5,-0.5,20,-30)>(2.6,4.3,60,60)/(0,1)*1 "
- "3c@(1.6,5.6,60,80)>(-2.6,0,-80)*0",
-
- "5c@(-0.3,0,10)>(1.2,0,10) 5c@(0.3,0,-10)>(-1.2,0,-10)"
- "5c@(-0.3,0,10)>(1.2,0,10) 5c@(0.3,0,-10)>(-1.2,0,-10)"
- "5c@(-3,3.5,-65,80)>(3,2.5,65) 5c@(0.3,0,-10)>(-1.2,0,-10)"
- "5@(-0.3,0,10)>(1.2,0,10) 5@(0.3,0,-10)>(-1.2,0,-10)"
- "5@(-0.3,0,10)>(1.2,0,10)5@(3,3.5,65,80)>(-3,2.5,-65)"
-};
-
-
-/*****************************************************************************
- *
- * Rendering
- *
- *****************************************************************************/
-
-static const float FOV = 70.0f;
-static const float BodyCol[] = {0.6f, 0.6f, 0.45f, 1.0f};
-static const float HandleCol[] = {0.45f, 0.45f, 0.45f, 1.0f};
-static const float LightPos[] = {0.0f, 200.0f, 400.0f, 1.0f};
-static const float LightDiff[] = {1.0f, 1.0f, 1.0f, 0.0f};
-static const float LightAmb[] = {0.02f, 0.02f, 0.02f, 0.0f};
-static const float ShoulderPos[3] = {0.95f, 2.1f, 1.7f};
-static const float DiffCol[] = {1.0f, 0.0f, 0.0f, 1.0f};
-static const float SpecCol[] = {1.0f, 1.0f, 1.0f, 1.0f};
-
-static const float BallRad = 0.34f;
-static const float UArmLen = 1.9f;
-static const float LArmLen = 2.3f;
-
-#define DL_BALL 0
-#define DL_CLUB 1
-#define DL_RING 2
-#define DL_TORSO 3
-#define DL_FOREARM 4
-#define DL_UPPERARM 5
-
-static const float AltCols[][4] =
-{
- {0.0f, 0.7f, 0.0f, 1.0f},
- {0.0f, 0.0f, 0.9f, 1.0f},
- {0.0f, 0.9f, 0.9f, 1.0f},
- {0.45f, 0.0f, 0.9f, 1.0f},
- {0.9f, 0.45f, 0.0f, 1.0f},
- {0.0f, 0.45f, 0.9f, 1.0f},
- {0.9f, 0.0f, 0.9f, 1.0f},
- {0.9f, 0.9f, 0.0f, 1.0f},
- {0.9f, 0.0f, 0.45f, 1.0f},
- {0.45f, 0.15f, 0.6f, 1.0f},
- {0.9f, 0.0f, 0.0f, 1.0f},
- {0.0f, 0.9f, 0.45f, 1.0f},
-};
-
-static const float Cols[][4] =
-{
- {0.9f, 0.0f, 0.0f, 1.0f}, /* 0 */
- {0.0f, 0.7f, 0.0f, 1.0f}, /* 1 */
- {0.0f, 0.0f, 0.9f, 1.0f}, /* 2 */
- {0.0f, 0.9f, 0.9f, 1.0f}, /* 3 */
- {0.9f, 0.0f, 0.9f, 1.0f}, /* 4 */
- {0.9f, 0.9f, 0.0f, 1.0f}, /* 5 */
- {0.9f, 0.45f, 0.0f, 1.0f}, /* 6 */
- {0.9f, 0.0f, 0.45f, 1.0f}, /* 7 */
- {0.45f, 0.9f, 0.0f, 1.0f}, /* 8 */
- {0.0f, 0.9f, 0.45f, 1.0f}, /* 9 */
- {0.45f, 0.0f, 0.9f, 1.0f}, /* 10 */
- {0.0f, 0.45f, 0.9f, 1.0f}, /* 11 */
-};
-
-static int InitGLDisplayLists(void);
+ double r, h2, t;
+ double x = p->x - s->x;
+ double y = p->y - s->y;
+ h2 = x*x + y*y + z*z;
+ if (h2 > 4 * armlength * armlength) {
+ t = armlength/sqrt(h2);
+ e->x = t*x + s->x;
+ e->y = t*y + s->y;
+ h->x = 2 * t * x + s->x;
+ h->y = 2 * t * y + s->y;
+ } else {
+ r = sqrt((double)(x*x + z*z));
+ t = sqrt(4 * armlength * armlength / h2 - 1);
+ e->x = x*(1 + y*t/r)/2 + s->x;
+ e->y = (y - r*t)/2 + s->y;
+ h->x = x + s->x;
+ h->y = y + s->y;
+ }
+}
-void InitGLSettings(RENDER_STATE* pState, int WireFrame)
+/* NOTE: returned x, y adjusted for arm reach */
+static void
+reach_arm(ModeInfo * mi, Hand side, DXPoint *p)
{
- memset(pState, 0, sizeof(RENDER_STATE));
-
- pState->trackball = gltrackball_init ();
-
- if (WireFrame)
- glPolygonMode(GL_FRONT, GL_LINE);
-
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-
- glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiff);
- glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmb);
-
- glEnable(GL_SMOOTH);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
-
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-
- pState->DLStart = InitGLDisplayLists();
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ DXPoint h, e;
+ find_elbow(40, &h, &e, p, &sp->arm[1][side][SHOULDER], 25);
+ *p = sp->arm[1][side][HAND] = h;
+ sp->arm[1][side][ELBOW] = e;
}
-
-static void SetCamera(RENDER_STATE* pState)
+#if DEBUG
+/* dumps a human-readable rendition of the current state of the juggle
+ pipeline to stderr for debugging */
+static void
+dump(jugglestruct *sp)
{
- /* Try to work out a sensible place to put the camera so that more or less
- * the whole juggling pattern fits into the screen. We assume that the
- * pattern is height limited (i.e. if we get the height right then the width
- * will be OK). This is a pretty good assumption given that the screen
- * tends to wider than high, and that a juggling pattern is normally much
- * higher than wide.
- *
- * If I could draw a diagram here then it would be much easier to
- * understand but my ASCII-art skills just aren't up to it.
- *
- * Basically we estimate a bounding volume for the juggler and objects
- * throughout the pattern. We don't fully account for the fact that the
- * juggler moves across the stage in an epicyclic-like motion and instead
- * use the near and far planes in x-y (with z = +/- w). We also
- * assume that the scene is centred at x=0, this reduces our task to finding
- * a bounding rectangle. Finally we need to make an estimate of the
- * height - for this we work out the max height of a standard throw or max
- * weight from the pattern; we then do a bit of adjustment to account for
- * a throw occurring at non-zero y values.
- *
- * Next we work out the best way to fit this rectangle into the perspective
- * transform. Based on the angle of elevation (+ve angle looks down) and
- * the FOV we can work out whether it's the near or far corners that are
- * the extreme points. And then trace back from them to find the eye
- * point.
- *
- */
-
- float ElevRad = pState->CameraElev * PI / 180.0f;
- float w = 3.0f;
- float cy, cz;
- float ey, ez;
- float d;
- float H = 0.0f;
- int i;
- float a;
-
- float tz, ty, ta;
- float bz, by, ba;
- const PATTERN_INFO* pPattern = pState->pPattern;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- for (i = 0; i < pPattern->ThrowLen; i++)
- H = max(H, pPattern->pThrowInfo[i].FromPos.y);
-
- H += pPattern->Height;
-
- ElevRad = pState->CameraElev * PI / 180.0f;
-
- /* ta is the angle from a point on the top of the bounding area to the eye
- * similarly ba is the angle from a point on the bottom. */
- ta = (pState->CameraElev - (FOV - 10.0f) / 2.0f) * PI / 180.0f;
- ba = (pState->CameraElev + (FOV - 10.0f) / 2.0f) * PI / 180.0f;
-
- /* tz and bz hold the z location of the top and bottom extreme points.
- * For the top, if the angle to the eye location is positive then the
- * extreme point is with far z corner (the camera looks in -ve z).
- * The logic is reserved for the bottom. */
- tz = ta >= 0.0f ? -w : w;
- bz = ba >= 0.0f ? w : -w;
-
- ty = H;
- by = -1.0f;
-
- /* Solve of the eye location by using a bit of geometry.
- * We know the eye lies on intersection of two lines. One comes from the
- * top and other from the bottom. Giving two equations:
- * ez = tz + a * cos(ta) = bz + b * cos(ba)
- * ey = ty + a * sin(ta) = by + b * sin(ba)
- * We don't bother to solve for b and use Crammer's rule to get
- * | bz-tz -cos(ba) |
- * | by-ty -sin(ba) |
- * a = ----------------------
- * | cos(ta) -cos(ba) |
- * | sin(ta) -sin(ba) |
- */
- d = cosf(ba) * sinf(ta) - cosf(ta) * sinf(ba);
- a = (cosf(ba) * (by - ty) - sinf(ba) * (bz - tz)) / d;
-
- ey = ty + a * sinf(ta);
- ez = tz + a * cosf(ta);
-
- /* now work back from the eye point to get the lookat location */
- cz = 0.0;
- cy = ey - ez * tanf(ElevRad);
-
- /* use the distance from the eye to the scene centre to get a measure
- * of what the far clipping should be. We then add on a bit more to be
- * comfortable */
- d = sqrtf(ez * ez + (cy - ey) * (cy - ey));
-
- gluPerspective(FOV, pState->AspectRatio, 0.1f, d + 20.0f);
- gluLookAt(0.0, ey, ez, 0.0, cy, cz, 0.0, 1.0, 0.0);
-
- glMatrixMode(GL_MODELVIEW);
+ Trajectory *t;
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ switch (t->status) {
+ case ATCH:
+ (void) fprintf(stderr, "%p a %c%d\n", (void*)t, t->posn, t->adam);
+ break;
+ case THRATCH:
+ (void) fprintf(stderr, "%p T %c%d %s\n", (void*)t, t->posn, t->height,
+ t->pattern == NULL?"":t->pattern);
+ break;
+ case ACTION:
+ if (t->action == CATCH)
+ (void) fprintf(stderr, "%p A %c%cC\n",
+ (void*)t, t->posn,
+ t->hand ? 'R' : 'L');
+ else
+ (void) fprintf(stderr, "%p A %c%c%c%d\n",
+ (void*)t, t->posn,
+ t->hand ? 'R' : 'L',
+ (t->action == THROW)?'T':'N',
+ t->height);
+ break;
+ case LINKEDACTION:
+ (void) fprintf(stderr, "%p L %c%c%c%d %d %p %p\n",
+ (void*)t, t->posn,
+ t->hand?'R':'L',
+ (t->action == THROW)?'T':(t->action == CATCH?'C':'N'),
+ t->height, t->object == NULL?0:t->object->color,
+ (void*)t->handlink, (void*)t->balllink);
+ break;
+ case PTHRATCH:
+ (void) fprintf(stderr, "%p O %c%c%c%d %d %2d %6lu %6lu\n",
+ (void*)t, t->posn,
+ t->hand?'R':'L',
+ (t->action == THROW)?'T':(t->action == CATCH?'C':'N'),
+ t->height, t->type, t->object == NULL?0:t->object->color,
+ t->start, t->finish);
+ break;
+ case BPREDICTOR:
+ (void) fprintf(stderr, "%p B %c %2d %6lu %6lu %g\n",
+ (void*)t, t->type == Ball?'b':t->type == Empty?'e':'f',
+ t->object == NULL?0:t->object->color,
+ t->start, t->finish, t->yp.c);
+ break;
+ case PREDICTOR:
+ (void) fprintf(stderr, "%p P %c %2d %6lu %6lu %g\n",
+ (void*)t, t->type == Ball?'b':t->type == Empty?'e':'f',
+ t->object == NULL?0:t->object->color,
+ t->start, t->finish, t->yp.c);
+ break;
+ default:
+ (void) fprintf(stderr, "%p: status %d not implemented\n",
+ (void*)t, t->status);
+ break;
+ }
+ }
+ (void) fprintf(stderr, "---\n");
}
+#endif
-
-void ResizeGL(RENDER_STATE* pState, int w, int h)
+static int get_num_balls(const char *j)
{
- glViewport(0, 0, w, h);
- pState->AspectRatio = (float) w / h;
- SetCamera(pState);
+ int balls = 0;
+ const char *p;
+ int h = 0;
+ if (!j) abort();
+ for (p = j; *p; p++) {
+ if (*p >= '0' && *p <='9') { /* digit */
+ h = 10*h + (*p - '0');
+ } else {
+ if (h > balls) {
+ balls = h;
+ }
+ h = 0;
+ }
+ }
+ return balls;
}
-
-/* Determine the angle at the vertex of a triangle given the length of the
- * three sides. */
-
-static double CosineRule(double a, double b, double c)
+static int
+compare_num_balls(const void *p1, const void *p2)
{
- double cosang = (a * a + b * b - c * c) / (2 * a * b);
- /* If lengths don't form a proper triangle return something sensible.
- * This typically happens with patterns where the juggler reaches too
- * far to get hold of an object. */
- if (cosang < -1.0 || cosang > 1.0)
- return 0;
- else
- return 180.0 * acos(cosang) / PI;
+ int i, j;
+ i = get_num_balls(((patternstruct*)p1)->pattern);
+ j = get_num_balls(((patternstruct*)p2)->pattern);
+ if (i > j) {
+ return (1);
+ } else if (i < j) {
+ return (-1);
+ } else {
+ return (0);
+ }
}
-/* Spheres for the balls are generated by subdividing each triangle face into
- * four smaller triangles. We start with an octahedron (8 sides) and repeat the
- * process a number of times. The result is a mesh that can be split into four
- * panels (like beanbags) and is smoother than the normal stacks and slices
- * approach. */
+/**************************************************************************
+ * Rendering Functions *
+ * *
+ **************************************************************************/
-static void InterpolateVertex(
- const float* v1, const float* v2, float t, float* result)
+static int
+show_arms(ModeInfo * mi)
{
- result[0] = v1[0] * (1.0f - t) + v2[0] * t;
- result[1] = v1[1] * (1.0f - t) + v2[1] * t;
- result[2] = v1[2] * (1.0f - t) + v2[2] * t;
-}
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ unsigned int i, j;
+ Hand side;
+ XPoint a[countof(sp->arm[0][0])];
+ int slices = 12;
+ int thickness = 7;
+ int soffx = 10;
+ int soffy = 11;
+
+ glFrontFace(GL_CCW);
+
+ j = 1;
+ for(side = LEFT; side <= RIGHT; side = (Hand)((int)side + 1)) {
+ /* Translate into device coords */
+ for(i = 0; i < countof(a); i++) {
+ a[i].x = (short)(SCENE_WIDTH/2 + sp->arm[j][side][i].x*sp->scale);
+ a[i].y = (short)(SCENE_HEIGHT - sp->arm[j][side][i].y*sp->scale);
+ if(j == 1)
+ sp->arm[0][side][i] = sp->arm[1][side][i];
+ }
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+
+ /* Upper arm */
+ polys += tube (a[2].x - (side == LEFT ? soffx : -soffx), a[2].y + soffy, 0,
+ a[1].x, a[1].y, ARMLENGTH/2,
+ thickness, 0, slices,
+ True, True, MI_IS_WIREFRAME(mi));
+
+ /* Lower arm */
+ polys += tube (a[1].x, a[1].y, ARMLENGTH/2,
+ a[0].x, a[0].y, ARMLENGTH,
+ thickness * 0.8, 0, slices,
+ True, True, MI_IS_WIREFRAME(mi));
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+
+ /* Shoulder */
+ glPushMatrix();
+ glTranslatef (a[2].x - (side == LEFT ? soffx : -soffx),
+ a[2].y + soffy,
+ 0);
+ glScalef(9, 9, 9);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+ /* Elbow */
+ glPushMatrix();
+ glTranslatef (a[1].x, a[1].y, ARMLENGTH/2);
+ glScalef(4, 4, 4);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
-static void SetGLVertex(const float* v, float rad)
-{
- float Len = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ /* Hand */
+ glPushMatrix();
+ glTranslatef (a[0].x, a[0].y, ARMLENGTH);
+ glScalef(8, 8, 8);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- if (Len >= 1.0e-10f)
- {
- glNormal3f(v[0] / Len, v[1] / Len, v[2] / Len);
- glVertex3f(rad * v[0] / Len, rad * v[1] / Len, rad * v[2] / Len);
- }
- else
- glVertex3fv(v);
+ }
+ return polys;
}
-
-static void SphereSegment(
- const float* v1, const float* v2, const float* v3, float r, int Levels)
+static int
+show_figure(ModeInfo * mi, Bool init)
{
- int i, j;
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*XPoint p[7];*/
+ int i;
+
+ /* +-----+ 9
+ | 6 |
+ 10 +--+--+
+ 2 +---+---+ 3
+ \ 5 /
+ \ /
+ \ /
+ 1 +
+ / \
+ / \
+ 0 +-----+ 4
+ | |
+ | |
+ | |
+ 7 + + 8
+ */
+
+ /* #### most of this is unused now */
+ static const XPoint figure[] = {
+ { 15, 70}, /* 0 Left Hip */
+ { 0, 90}, /* 1 Waist */
+ { SX, 130}, /* 2 Left Shoulder */
+ {-SX, 130}, /* 3 Right Shoulder */
+ {-15, 70}, /* 4 Right Hip */
+ { 0, 130}, /* 5 Neck */
+ { 0, 140}, /* 6 Chin */
+ { SX, 0}, /* 7 Left Foot */
+ {-SX, 0}, /* 8 Right Foot */
+ {-17, 174}, /* 9 Head1 */
+ { 17, 140}, /* 10 Head2 */
+ };
+ XPoint a[countof(figure)];
+ GLfloat gcolor[4] = { 1, 1, 1, 1 };
+
+ /* Translate into device coords */
+ for(i = 0; i < countof(figure); i++) {
+ a[i].x = (short)(SCENE_WIDTH/2 + (sp->cx + figure[i].x)*sp->scale);
+ a[i].y = (short)(SCENE_HEIGHT - figure[i].y*sp->scale);
+ }
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor);
+
+ glFrontFace(GL_CCW);
+
+ {
+ GLfloat scale = ((GLfloat) a[10].x - a[9].x) / 2;
+ int slices = 12;
- for (i = 0; i < Levels; i++)
+ glPushMatrix();
{
- float A[3], B[3], C[3], D[3];
+ glTranslatef(a[6].x, a[6].y - scale, 0);
+ glScalef(scale, scale, scale);
+
+ /* Head */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glPushMatrix();
+ scale = 0.75;
+ glScalef(scale, scale, scale);
+ glTranslatef(0, 0.3, 0);
+ glPushMatrix();
+ glTranslatef(0, 0, 0.35);
+ polys += tube (0, 0, 0,
+ 0, 1.1, 0,
+ 0.64, 0,
+ slices, True, True, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+ glScalef(0.9, 0.9, 1);
+ polys += unit_sphere(2*slices, 2*slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+
+ /* Neck */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+ glTranslatef(0, 1.1, 0);
+ glPushMatrix();
+ scale = 0.35;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+
+ /* Torso */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glTranslatef(0, 1.1, 0);
+ glPushMatrix();
+ glScalef(0.9, 1.0, 0.9);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+
+ /* Belly */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+ glTranslatef(0, 1.0, 0);
+ glPushMatrix();
+ scale = 0.6;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+
+ /* Hips */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glTranslatef(0, 0.8, 0);
+ glPushMatrix();
+ scale = 0.85;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+
+
+ /* Legs */
+ glTranslatef(0, 0.7, 0);
+
+ for (i = -1; i <= 1; i += 2) {
+ glPushMatrix();
+
+ glRotatef (i*10, 0, 0, 1);
+ glTranslatef(-i*0.65, 0, 0);
- InterpolateVertex(v3, v1, (float) i / Levels, D);
- InterpolateVertex(v3, v1, (float)(i + 1) / Levels, A);
- InterpolateVertex(v3, v2, (float)(i + 1) / Levels, B);
- InterpolateVertex(v3, v2, (float) i / Levels, C);
+ /* Hip socket */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+ scale = 0.45;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+
+ /* Thigh */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glPushMatrix();
+ glTranslatef(0, 0.6, 0);
+ polys += tube (0, 0, 0,
+ 0, 3.5, 0,
+ 1, 0,
+ slices, True, True, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- glBegin(GL_TRIANGLE_STRIP);
+ /* Knee */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+ glPushMatrix();
+ glTranslatef(0, 4.4, 0);
+ scale = 0.7;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- SetGLVertex(B, r);
- SetGLVertex(C, r);
-
- for (j = 1; j <= i; j++)
- {
- float v[3];
+ /* Calf */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glPushMatrix();
+ glTranslatef(0, 4.7, 0);
+ polys += tube (0, 0, 0,
+ 0, 4.7, 0,
+ 0.8, 0,
+ slices, True, True, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- InterpolateVertex(B, A, (float) j / (i + 1), v);
- SetGLVertex(v, r);
+ /* Ankle */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_2);
+ glPushMatrix();
+ glTranslatef(0, 9.7, 0);
+ scale = 0.5;
+ glScalef(scale, scale, scale);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- InterpolateVertex(C, D, (float) j / i, v);
- SetGLVertex(v, r);
- }
+ /* Foot */
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, body_color_1);
+ glPushMatrix();
+ glRotatef (-i*10, 0, 0, 1);
+ glTranslatef(-i*1.75, 9.7, 0.9);
+
+ glScalef (0.4, 1, 1);
+ polys += tube (0, 0, 0,
+ 0, 0.6, 0,
+ 1.9, 0,
+ slices*4, True, True, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
- SetGLVertex(A, r);
-
- glEnd();
+ glPopMatrix();
+ }
}
+ glPopMatrix();
+ }
+
+ sp->arm[1][LEFT][SHOULDER].x = sp->cx + figure[2].x;
+ sp->arm[1][RIGHT][SHOULDER].x = sp->cx + figure[3].x;
+ if(init) {
+ /* Initialise arms */
+ unsigned int i;
+ for(i = 0; i < 2; i++){
+ sp->arm[i][LEFT][SHOULDER].y = figure[2].y;
+ sp->arm[i][LEFT][ELBOW].x = figure[2].x;
+ sp->arm[i][LEFT][ELBOW].y = figure[1].y;
+ sp->arm[i][LEFT][HAND].x = figure[0].x;
+ sp->arm[i][LEFT][HAND].y = figure[1].y;
+ sp->arm[i][RIGHT][SHOULDER].y = figure[3].y;
+ sp->arm[i][RIGHT][ELBOW].x = figure[3].x;
+ sp->arm[i][RIGHT][ELBOW].y = figure[1].y;
+ sp->arm[i][RIGHT][HAND].x = figure[4].x;
+ sp->arm[i][RIGHT][HAND].y = figure[1].y;
+ }
+ }
+ return polys;
}
+typedef struct { GLfloat x, y, z; } XYZ;
-/* OK, this function is a bit of misnomer, it only draws half a sphere. Indeed
- * it draws two panels and allows us to colour this one way, then draw the
- * same shape again rotated 90 degrees in a different colour. Resulting in what
- * looks like a four-panel beanbag in two complementary colours. */
-
-static void DrawSphere(float rad)
+/* lifted from sphere.c */
+static int
+striped_unit_sphere (int stacks, int slices,
+ int stripes,
+ GLfloat *color1, GLfloat *color2,
+ int wire_p)
{
- int Levels = 4;
- float v1[3], v2[3], v3[3];
-
- v1[0] = 1.0f, v1[1] = 0.0f; v1[2] = 0.0f;
- v2[0] = 0.0f, v2[1] = 1.0f; v2[2] = 0.0f;
- v3[0] = 0.0f, v3[1] = 0.0f; v3[2] = 1.0f;
- SphereSegment(v1, v2, v3, rad, Levels);
-
- v2[1] = -1.0f;
- SphereSegment(v2, v1, v3, rad, Levels);
-
- v1[0] = v3[2] = -1.0f;
- SphereSegment(v2, v1, v3, rad, Levels);
-
- v2[1] = 1.0f;
- SphereSegment(v1, v2, v3, rad, Levels);
-}
+ int polys = 0;
+ int i,j;
+ double theta1, theta2, theta3;
+ XYZ e, p;
+ XYZ la = { 0, 0, 0 }, lb = { 0, 0, 0 };
+ XYZ c = {0, 0, 0}; /* center */
+ double r = 1.0; /* radius */
+ int stacks2 = stacks * 2;
+
+ if (r < 0)
+ r = -r;
+ if (slices < 0)
+ slices = -slices;
+
+ if (slices < 4 || stacks < 2 || r <= 0)
+ {
+ glBegin (GL_POINTS);
+ glVertex3f (c.x, c.y, c.z);
+ glEnd();
+ return 1;
+ }
+ glFrontFace(GL_CW);
-static void DrawRing(void)
-{
- const int Facets = 22;
- const float w = 0.1f;
- GLUquadric* pQuad = gluNewQuadric();
- glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
- glTranslatef(0.0f, 0.0f, -w / 2.0f);
-
- gluCylinder(pQuad, 1.0f, 1.0f, w, Facets, 1);
- gluQuadricOrientation(pQuad, GLU_INSIDE);
+ for (j = 0; j < stacks; j++)
+ {
+ theta1 = j * (M_PI+M_PI) / stacks2 - M_PI_2;
+ theta2 = (j + 1) * (M_PI+M_PI) / stacks2 - M_PI_2;
- gluCylinder(pQuad, 0.7f, 0.7f, w, Facets, 1);
- gluQuadricOrientation(pQuad, GLU_OUTSIDE);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
+ ((j == 0 || j == stacks-1 ||
+ j % (stacks / (stripes+1)))
+ ? color1 : color2));
- glTranslatef(0.0f, 0.0f, w);
- gluDisk(pQuad, 0.7, 1.0f, Facets, 1);
+ glBegin (wire_p ? GL_LINE_LOOP : GL_TRIANGLE_STRIP);
+ for (i = 0; i <= slices; i++)
+ {
+ theta3 = i * (M_PI+M_PI) / slices;
- glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
- glTranslatef(0.0f, 0.0f, w);
- gluDisk(pQuad, 0.7, 1.0f, Facets, 1);
+ if (wire_p && i != 0)
+ {
+ glVertex3f (lb.x, lb.y, lb.z);
+ glVertex3f (la.x, la.y, la.z);
+ }
- gluDeleteQuadric(pQuad);
+ e.x = cos (theta2) * cos(theta3);
+ e.y = sin (theta2);
+ e.z = cos (theta2) * sin(theta3);
+ p.x = c.x + r * e.x;
+ p.y = c.y + r * e.y;
+ p.z = c.z + r * e.z;
+
+ glNormal3f (e.x, e.y, e.z);
+ glTexCoord2f (i / (double)slices,
+ 2*(j+1) / (double)stacks2);
+ glVertex3f (p.x, p.y, p.z);
+ if (wire_p) la = p;
+
+ e.x = cos(theta1) * cos(theta3);
+ e.y = sin(theta1);
+ e.z = cos(theta1) * sin(theta3);
+ p.x = c.x + r * e.x;
+ p.y = c.y + r * e.y;
+ p.z = c.z + r * e.z;
+
+ glNormal3f (e.x, e.y, e.z);
+ glTexCoord2f (i / (double)slices,
+ 2*j / (double)stacks2);
+ glVertex3f (p.x, p.y, p.z);
+ if (wire_p) lb = p;
+ polys++;
+ }
+ glEnd();
+ }
+ return polys;
}
-/* The club follows a 'circus club' design i.e. it has stripes running down the
- * body. The club is draw such that the one stripe uses the current material
- * and the second stripe the standard silver colour. */
-void DrawClub(void)
+static int
+show_ball(ModeInfo *mi, unsigned long color, Trace *s)
{
- const float r[4] = {0.06f, 0.1f, 0.34f, 0.34f / 2.0f};
- const float z[4] = {-0.4f, 0.6f, 1.35f, 2.1f};
- float na[4];
- const int n = 18;
- int i, j;
- GLUquadric* pQuad;
-
- na[0] = (float) atan((r[1] - r[0]) / (z[1] - z[0]));
- na[1] = (float) atan((r[2] - r[1]) / (z[2] - z[1]));
- na[2] = (float) atan((r[3] - r[1]) / (z[3] - z[1]));
- na[3] = (float) atan((r[3] - r[2]) / (z[3] - z[2]));
-
- for (i = 0; i < n; i += 2)
- {
- float a1 = i * PI * 2.0f / n;
- float a2 = (i + 1) * PI * 2.0f / n;
-
- glBegin(GL_TRIANGLE_STRIP);
- for (j = 1; j < 4; j++)
- {
- glNormal3f(cosf(na[j]) * cosf(a1),
- cosf(na[j]) * sinf(a1), sinf(na[j]));
-
- glVertex3f(r[j] * cosf(a1), r[j] * sinf(a1), z[j]);
-
- glNormal3f(cosf(na[j]) * cosf(a2),
- cosf(na[j]) * sinf(a2), sinf(na[j]));
-
- glVertex3f(r[j] * cosf(a2), r[j] * sinf(a2), z[j]);
- }
- glEnd();
- }
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*int offset = (int)(s->angle*64*180/M_PI);*/
+ short x = (short)(SCENE_WIDTH/2 + s->x * sp->scale);
+ short y = (short)(SCENE_HEIGHT - s->y * sp->scale);
+ GLfloat gcolor1[4] = { 0, 0, 0, 1 };
+ GLfloat gcolor2[4] = { 0, 0, 0, 1 };
+ int slices = 24;
+
+ /* Avoid wrapping */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+
+ gcolor1[0] = mi->colors[color].red / 65536.0;
+ gcolor1[1] = mi->colors[color].green / 65536.0;
+ gcolor1[2] = mi->colors[color].blue / 65536.0;
+
+ gcolor2[0] = gcolor1[0] / 3;
+ gcolor2[1] = gcolor1[1] / 3;
+ gcolor2[2] = gcolor1[2] / 3;
+
+ glFrontFace(GL_CCW);
+
+ {
+ GLfloat scale = BALLRADIUS;
+ glPushMatrix();
+ glTranslatef(x, y, 0);
+ glScalef(scale, scale, scale);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, HandleCol);
+ glRotatef (s->angle / M_PI*180, 1, 1, 0);
- for (i = 1; i < n; i += 2)
- {
- float a1 = i * PI * 2.0f / n;
- float a2 = (i + 1) * PI * 2.0f / n;
+ polys += striped_unit_sphere (slices, slices, s->divisions,
+ gcolor1, gcolor2, MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+ }
+ return polys;
+}
- glBegin(GL_TRIANGLE_STRIP);
- for (j = 1; j < 4; j++)
- {
- glNormal3f(cosf(na[j]) * cosf(a1),
- cosf(na[j]) * sinf(a1), sinf(na[j]));
+static int
+show_europeanclub(ModeInfo *mi, unsigned long color, Trace *s)
+{
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*int offset = (int)(s->angle*64*180/M_PI);*/
+ short x = (short)(SCENE_WIDTH/2 + s->x * sp->scale);
+ short y = (short)(SCENE_HEIGHT - s->y * sp->scale);
+ double radius = 12 * sp->scale;
+ GLfloat gcolor1[4] = { 0, 0, 0, 1 };
+ GLfloat gcolor2[4] = { 1, 1, 1, 1 };
+ int slices = 16;
+ int divs = s->divisions;
+ divs = 4;
+
+ /* 6 6
+ +-+
+ / \
+ 4 +-----+ 7
+ ////////\
+ 3 +---------+ 8
+ 2 +---------+ 9
+ |///////|
+ 1 +-------+ 10
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ +-+
+ 0 11 */
+
+ /* Avoid wrapping */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+
+ gcolor1[0] = mi->colors[color].red / 65536.0;
+ gcolor1[1] = mi->colors[color].green / 65536.0;
+ gcolor1[2] = mi->colors[color].blue / 65536.0;
+
+ glFrontFace(GL_CCW);
+
+ {
+ GLfloat scale = radius;
+ glPushMatrix();
+ glTranslatef(x, y, 0);
+ glScalef(scale, scale, scale);
- glVertex3f(r[j] * cosf(a1), r[j] * sinf(a1), z[j]);
+ glTranslatef (0, 0, 2); /* put end of handle in hand */
- glNormal3f(cosf(na[j]) * cosf(a2),
- cosf(na[j]) * sinf(a2), sinf(na[j]));
+ glRotatef (s->angle / M_PI*180, 1, 0, 0);
- glVertex3f(r[j] * cosf(a2), r[j] * sinf(a2), z[j]);
- }
- glEnd();
- }
+ glPushMatrix();
+ glScalef (0.5, 1, 0.5);
+ polys += striped_unit_sphere (slices, slices, divs, gcolor2, gcolor1,
+ MI_IS_WIREFRAME(mi));
+ glPopMatrix();
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor2);
+ polys += tube (0, 0, 0,
+ 0, 2, 0,
+ 0.2, 0,
+ slices, True, True, MI_IS_WIREFRAME(mi));
- pQuad = gluNewQuadric();
- glTranslatef(0.0f, 0.0f, z[0]);
- gluCylinder(pQuad, r[0], r[1], z[1] - z[0], n, 1);
+ glTranslatef (0, 2, 0);
+ glScalef (0.25, 0.25, 0.25);
+ polys += unit_sphere(slices, slices, MI_IS_WIREFRAME(mi));
- glTranslatef(0.0f, 0.0f, z[3] - z[0]);
- gluDisk(pQuad, 0.0, r[3], n, 1);
- glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
- glTranslatef(0.0f, 0.0f, z[3] - z[0]);
- gluDisk(pQuad, 0.0, r[0], n, 1);
- gluDeleteQuadric(pQuad);
+ glPopMatrix();
+ }
+ return polys;
}
-/* In total 6 display lists are used. There are created based on the DL_
- * constants defined earlier. The function returns the index of the first
- * display list, all others can be calculated based on an offset from there. */
-
-static int InitGLDisplayLists(void)
+static int
+show_torch(ModeInfo *mi, unsigned long color, Trace *s)
{
- int s = glGenLists(6);
- GLUquadric* pQuad;
-
- glNewList(s + DL_BALL, GL_COMPILE);
- DrawSphere(BallRad);
- glEndList();
-
- glNewList(s + DL_CLUB, GL_COMPILE);
- DrawClub();
- glEndList();
-
- glNewList(s + DL_RING, GL_COMPILE);
- DrawRing();
- glEndList();
-
- pQuad = gluNewQuadric();
- gluQuadricNormals(pQuad, GLU_SMOOTH);
-
- glNewList(s + DL_TORSO, GL_COMPILE);
- glPushMatrix();
- glTranslatef(ShoulderPos[0], ShoulderPos[1], -ShoulderPos[2]);
- glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
- gluCylinder(pQuad, 0.3, 0.3, ShoulderPos[0] * 2, 18, 1);
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(0.0f, -1.0f, -ShoulderPos[2]);
- glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
- gluCylinder(pQuad, 0.3, 0.3, ShoulderPos[1] + 1.0f, 18, 1);
- glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
- gluDisk(pQuad, 0.0, 0.3, 18, 1);
- glPopMatrix();
-
- /* draw the head */
- glPushMatrix();
- glTranslatef(0.0f, ShoulderPos[1] + 1.0f, -ShoulderPos[2]);
- glRotatef(-30.0f, 1.0f, 0.0f, 0.0f);
- gluCylinder(pQuad, 0.5, 0.5, 0.3, 15, 1);
-
- glPushMatrix();
- glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
- glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
- gluDisk(pQuad, 0.0, 0.5, 15, 1);
- glPopMatrix();
-
- glTranslatef(0.0f, 0.0f, .3f);
- gluDisk(pQuad, 0.0, 0.5, 15, 1);
- glPopMatrix();
- glEndList();
-
- glNewList(s + DL_UPPERARM, GL_COMPILE);
- gluQuadricNormals(pQuad, GLU_SMOOTH);
- gluQuadricDrawStyle(pQuad, GLU_FILL);
- gluSphere(pQuad, 0.3, 12, 8);
-
- gluCylinder(pQuad, 0.3, 0.3, UArmLen, 12, 1);
- glTranslatef(0.0f, 0.0f, UArmLen);
- gluSphere(pQuad, 0.3, 12, 8);
- glEndList();
-
- glNewList(s + DL_FOREARM, GL_COMPILE);
- gluCylinder(pQuad, 0.3, 0.3 / 2.0f, LArmLen, 12, 1);
- glTranslatef(0.0f, 0.0f, LArmLen);
- gluDisk(pQuad, 0, 0.3 / 2.0f, 18, 1);
- glEndList();
-
- gluDeleteQuadric(pQuad);
- return s;
+ int polys = 0;
+#if 0
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ XPoint head, tail, last;
+ DXPoint dhead, dlast;
+ const double sa = sin(s->angle);
+ const double ca = cos(s->angle);
+
+ const double TailLen = -24;
+ const double HeadLen = 16;
+ const short Width = (short)(5 * sqrt(sp->scale));
+
+ /*
+ +///+ head
+ last |
+ |
+ |
+ |
+ |
+ + tail
+ */
+
+ dhead.x = s->x + HeadLen * PERSPEC * sa;
+ dhead.y = s->y - HeadLen * ca;
+
+ if(color == MI_BLACK_PIXEL(mi)) { /* Use 'last' when erasing */
+ dlast = s->dlast;
+ } else { /* Store 'last' so we can use it later when s->prev has
+ gone */
+ if(s->prev != s->next) {
+ dlast.x = s->prev->x + HeadLen * PERSPEC * sin(s->prev->angle);
+ dlast.y = s->prev->y - HeadLen * cos(s->prev->angle);
+ } else {
+ dlast = dhead;
+ }
+ s->dlast = dlast;
+ }
+
+ /* Avoid wrapping (after last is stored) */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+
+ head.x = (short)(SCENE_WIDTH/2 + dhead.x*sp->scale);
+ head.y = (short)(SCENE_HEIGHT - dhead.y*sp->scale);
+
+ last.x = (short)(SCENE_WIDTH/2 + dlast.x*sp->scale);
+ last.y = (short)(SCENE_HEIGHT - dlast.y*sp->scale);
+
+ tail.x = (short)(SCENE_WIDTH/2 +
+ (s->x + TailLen * PERSPEC * sa)*sp->scale );
+ tail.y = (short)(SCENE_HEIGHT - (s->y - TailLen * ca)*sp->scale );
+
+ if(color != MI_BLACK_PIXEL(mi)) {
+ XSetForeground(MI_DISPLAY(mi), MI_GC(mi), MI_BLACK_PIXEL(mi));
+ XSetLineAttributes(MI_DISPLAY(mi), MI_GC(mi),
+ Width, LineSolid, CapRound, JoinRound);
+ draw_line(mi, head.x, head.y, tail.x, tail.y);
+ }
+ XSetForeground(MI_DISPLAY(mi), MI_GC(mi), color);
+ XSetLineAttributes(MI_DISPLAY(mi), MI_GC(mi),
+ Width * 2, LineSolid, CapRound, JoinRound);
+
+ draw_line(mi, head.x, head.y, last.x, last.y);
+
+#endif /* 0 */
+ return polys;
}
-/* Drawing the arm requires connecting the upper and fore arm between the
- * shoulder and hand position. Thinking about things kinematically by treating
- * the shoulder and elbow as ball joints then, provided the arm can stretch far
- * enough, there's a infnite number of ways to position the elbow. Basically
- * it's possible to fix and hand and shoulder and then rotate the elbow a full
- * 360 degrees. Clearly human anatomy isn't like this and picking a natural
- * elbow position can be complex. We chicken out and assume that poking the
- * elbow out by 20 degrees from the lowest position gives a reasonably looking
- * orientation. */
-
-void DrawArm(RENDER_STATE* pState, float TimePos, int Left)
+static int
+show_knife(ModeInfo *mi, unsigned long color, Trace *s)
{
- POS Pos;
- float x, y, len, len2, ang, ang2;
-
- GetHandPosition(pState->pPattern, Left, TimePos, &Pos);
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*int offset = (int)(s->angle*64*180/M_PI);*/
+ short x = (short)(SCENE_WIDTH/2 + s->x * sp->scale);
+ short y = (short)(SCENE_HEIGHT - s->y * sp->scale);
+ GLfloat gcolor1[4] = { 0, 0, 0, 1 };
+ GLfloat gcolor2[4] = { 1, 1, 1, 1 };
+ int slices = 8;
- x = Pos.x + (Left ? -ShoulderPos[0] : ShoulderPos[0]);
- y = Pos.y - ShoulderPos[1];
+ /* Avoid wrapping */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+ gcolor1[0] = mi->colors[color].red / 65536.0;
+ gcolor1[1] = mi->colors[color].green / 65536.0;
+ gcolor1[2] = mi->colors[color].blue / 65536.0;
- len = sqrtf(x * x + y * y + ShoulderPos[2] * ShoulderPos[2]);
- len2 = sqrtf(x * x + ShoulderPos[2] * ShoulderPos[2]);
+ glFrontFace(GL_CCW);
- ang = (float) CosineRule(UArmLen, len, LArmLen);
- ang2 = (float) CosineRule(UArmLen, LArmLen, len);
+ glPushMatrix();
+ glTranslatef(x, y, 0);
+ glScalef (2, 2, 2);
- if (ang == 0.0 && ang2 == 0)
- ang2 = 180.0;
+ glTranslatef (0, 0, 2); /* put end of handle in hand */
+ glRotatef (s->angle / M_PI*180, 1, 0, 0);
+ glScalef (0.3, 1, 1); /* flatten blade */
- glPushMatrix();
- glTranslatef(Left ? ShoulderPos[0] : -ShoulderPos[0], ShoulderPos[1],
- -ShoulderPos[2]);
- glRotatef((float)(180.0f * asin(x / len2) / 3.14f), 0.0f, 1.0f, 0.0f);
- glRotatef((float)(-180.f * asin(y / len) / 3.14), 1.0f, 0.0f, 0.0f);
- glRotatef(Left ? 20.0f : -20.0f, 0.0f, 0.0f, 1.0f);
- glRotatef((float) ang, 1.0f, 0.0f, 0.0f);
- glCallList(DL_UPPERARM + pState->DLStart);
-
- glRotatef((float)(ang2 - 180.0), 1.0f, 0.0f, 0.f);
- glCallList(DL_FOREARM + pState->DLStart);
- glPopMatrix();
-}
+ glTranslatef(0, 6, 0);
+ glRotatef (180, 1, 0, 0);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor1);
+ polys += tube (0, 0, 0,
+ 0, 10, 0,
+ 1, 0,
+ slices, True, True, MI_IS_WIREFRAME(mi));
-void DrawGLScene(RENDER_STATE* pState)
-{
- float Time = pState->Time;
- int nCols = sizeof(Cols) / sizeof(Cols[0]);
- int i;
+ glTranslatef (0, 12, 0);
+ glScalef (0.7, 10, 0.7);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor2);
+ polys += unit_sphere (slices, slices, MI_IS_WIREFRAME(mi));
- PATTERN_INFO* pPattern = pState->pPattern;
+ glPopMatrix();
+ return polys;
+}
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(5.0f * sinf(pState->TranslateAngle), 0.0f, 0.0f);
+static int
+show_ring(ModeInfo *mi, unsigned long color, Trace *s)
+{
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*int offset = (int)(s->angle*64*180/M_PI);*/
+ short x = (short)(SCENE_WIDTH/2 + s->x * sp->scale);
+ short y = (short)(SCENE_HEIGHT - s->y * sp->scale);
+ double radius = 12 * sp->scale;
+ GLfloat gcolor1[4] = { 0, 0, 0, 1 };
+ GLfloat gcolor2[4] = { 0, 0, 0, 1 };
+ int slices = 24;
+ int i, j;
+ int wire_p = MI_IS_WIREFRAME(mi);
+ GLfloat width = M_PI * 2 / slices;
+ GLfloat ra = 1.0;
+ GLfloat rb = 0.7;
+ GLfloat thickness = 0.15;
+
+ /* Avoid wrapping */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+
+ gcolor1[0] = mi->colors[color].red / 65536.0;
+ gcolor1[1] = mi->colors[color].green / 65536.0;
+ gcolor1[2] = mi->colors[color].blue / 65536.0;
+
+ gcolor2[0] = gcolor1[0] / 3;
+ gcolor2[1] = gcolor1[1] / 3;
+ gcolor2[2] = gcolor1[2] / 3;
+
+ glFrontFace(GL_CCW);
+
+ glPushMatrix();
+ glTranslatef(0, 0, 12); /* back of ring in hand */
+
+ glTranslatef(x, y, 0);
+ glScalef(radius, radius, radius);
+
+ glRotatef (90, 0, 1, 0);
+ glRotatef (s->angle / M_PI*180, 0, 0, 1);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor1);
+
+ /* discs */
+ for (j = -1; j <= 1; j += 2)
+ {
+ GLfloat z = j * thickness/2;
+ glFrontFace (j < 0 ? GL_CCW : GL_CW);
+ glNormal3f (0, 0, j*1);
+ glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < slices + (wire_p ? 0 : 1); i++) {
+ GLfloat th, cth, sth;
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
+ (i % (slices/3) ? gcolor1 : gcolor2));
+ th = i * width;
+ cth = cos(th);
+ sth = sin(th);
+ glVertex3f (cth * ra, sth * ra, z);
+ glVertex3f (cth * rb, sth * rb, z);
+ polys++;
+ }
+ glEnd();
+ }
- gltrackball_rotate (pState->trackball);
+ /* outer ring */
+ glFrontFace (GL_CCW);
+ glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < slices + (wire_p ? 0 : 1); i++)
+ {
+ GLfloat th = i * width;
+ GLfloat cth = cos(th);
+ GLfloat sth = sin(th);
+ glNormal3f (cth, sth, 0);
+ glVertex3f (cth * ra, sth * ra, thickness/2);
+ glVertex3f (cth * ra, sth * ra, -thickness/2);
+ polys++;
+ }
+ glEnd();
- glRotatef(pState->SpinAngle, 0.0f, 1.0f, 0.0f);
- glTranslatef(0.0, 0.0, -1.0f);
+ /* inner ring */
+ glFrontFace (GL_CW);
+ glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
+ for (i = 0; i < slices + (wire_p ? 0 : 1); i++)
+ {
+ GLfloat th = i * width;
+ GLfloat cth = cos(th);
+ GLfloat sth = sin(th);
+ glNormal3f (-cth, -sth, 0);
+ glVertex3f (cth * rb, sth * ra, thickness/2);
+ glVertex3f (cth * rb, sth * ra, -thickness/2);
+ polys++;
+ }
+ glEnd();
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, DiffCol);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SpecCol);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0f);
+ glFrontFace (GL_CCW);
+ glPopMatrix();
+ return polys;
+}
- for (i = 0; i < pPattern->Objects; i++)
- {
- POS ObjPos;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Cols[i % nCols]);
- glPushMatrix();
- switch (pPattern->pObjectInfo[i].ObjectType)
- {
- case OBJECT_CLUB:
- GetObjectPosition(pPattern, i, Time, 1.0f, &ObjPos);
- glTranslatef(ObjPos.x, ObjPos.y, ObjPos.z);
- glRotatef(ObjPos.Rot, 0.0f, 1.0f, 0.0f);
- glRotatef(ObjPos.Elev, -1.0f, 0.0f, 0.0f);
- glTranslatef(0.0f, 0.0f, -1.0f);
- glCallList(DL_CLUB + pState->DLStart);
- break;
-
- case OBJECT_RING:
- GetObjectPosition(pPattern, i, Time, 1.0f, &ObjPos);
- glTranslatef(ObjPos.x, ObjPos.y, ObjPos.z);
- glRotatef(ObjPos.Rot, 0.0f, 1.0f, 0.0f);
- glRotatef(ObjPos.Elev, -1.0f, 0.0f, 0.0f);
- glCallList(DL_RING + pState->DLStart);
- break;
-
- default:
- GetObjectPosition(pPattern, i, Time, 0.0f, &ObjPos);
- glTranslatef(ObjPos.x, ObjPos.y, ObjPos.z);
- glRotatef(ObjPos.Rot, 0.6963f, 0.6963f, 0.1742f);
- glCallList(DL_BALL + pState->DLStart);
- glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
- AltCols[i % nCols]);
- glCallList(DL_BALL + pState->DLStart);
- break;
- }
+static int
+show_bball(ModeInfo *mi, unsigned long color, Trace *s)
+{
+ int polys = 0;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ /*int offset = (int)(s->angle*64*180/M_PI);*/
+ short x = (short)(SCENE_WIDTH/2 + s->x * sp->scale);
+ short y = (short)(SCENE_HEIGHT - s->y * sp->scale);
+ double radius = 12 * sp->scale;
+ GLfloat gcolor1[4] = { 0, 0, 0, 1 };
+ GLfloat gcolor2[4] = { 0, 0, 0, 1 };
+ int slices = 16;
+ int i, j;
+
+ /* Avoid wrapping */
+ if(s->y*sp->scale > SCENE_HEIGHT * 2) return 0;
+
+ gcolor1[0] = mi->colors[color].red / 65536.0;
+ gcolor1[1] = mi->colors[color].green / 65536.0;
+ gcolor1[2] = mi->colors[color].blue / 65536.0;
+
+ glFrontFace(GL_CCW);
+
+ {
+ GLfloat scale = radius;
+ glPushMatrix();
- glPopMatrix();
+ glTranslatef(0, -6, 5); /* position on top of hand */
+
+ glTranslatef(x, y, 0);
+ glScalef(scale, scale, scale);
+ glRotatef (s->angle / M_PI*180, 1, 0, 1);
+
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor1);
+ polys += unit_sphere (slices, slices, MI_IS_WIREFRAME(mi));
+
+ glRotatef (90, 0, 0, 1);
+ glTranslatef (0, 0, 0.81);
+ glScalef(0.15, 0.15, 0.15);
+ glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gcolor2);
+ for (i = 0; i < 3; i++) {
+ glPushMatrix();
+ glTranslatef (0, 0, 1);
+ glRotatef (360 * i / 3, 0, 0, 1);
+ glTranslatef (2, 0, 0);
+ glRotatef (18, 0, 1, 0);
+ glBegin (MI_IS_WIREFRAME(mi) ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ glVertex3f (0, 0, 0);
+ for (j = slices; j >= 0; j--) {
+ GLfloat th = j * M_PI*2 / slices;
+ glVertex3f (cos(th), sin(th), 0);
+ polys++;
+ }
+ glEnd();
+ glPopMatrix();
}
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, BodyCol);
- glCallList(DL_TORSO + pState->DLStart);
- DrawArm(pState, Time, 1);
- DrawArm(pState, Time, 0);
+ glPopMatrix();
+ }
+ return polys;
}
-static int RandInRange(int Min, int Max)
+/**************************************************************************
+ * Public Functions *
+ * *
+ **************************************************************************/
+
+
+ENTRYPOINT void
+release_juggle (ModeInfo * mi)
{
- return Min + random() % (1 + Max - Min);
+ if (juggles != NULL) {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
+ free_juggle(&juggles[screen]);
+ free(juggles);
+ juggles = (jugglestruct *) NULL;
+ }
}
+/* FIXME: refill_juggle currently just appends new throws to the
+ * programme. This is fine if the programme is empty, but if there
+ * are still some trajectories left then it really should take these
+ * into account */
-extern void UpdatePattern(
- RENDER_STATE* pState, int MinBalls, int MaxBalls,
- int MinHeightInc, int MaxHeightInc)
+static void
+refill_juggle(ModeInfo * mi)
{
- if (pState->pPattern != NULL)
- ReleasePatternInfo(pState->pPattern);
-
- pState->pPattern = (PATTERN_INFO*) malloc(sizeof(PATTERN_INFO));
-
- if ((random() % 3) == 1)
- {
- int ExtSiteLen;
- int n = random() % (sizeof(PatternText) / sizeof(PatternText[0]));
- EXT_SITE_INFO* pExtInfo = ParsePattern(PatternText[n], &ExtSiteLen);
- InitPatternInfo(pState->pPattern, NULL, pExtInfo, ExtSiteLen);
- free(pExtInfo);
- }
- else
- {
- int* pRand;
- int ballcount, maxweight;
- const int RandPatternLen = 1500;
-
- ballcount = RandInRange(MinBalls, MaxBalls);
- maxweight = ballcount + RandInRange(MinHeightInc, MaxHeightInc);
-
- pRand = Generate(RandPatternLen, maxweight, ballcount);
- InitPatternInfo(pState->pPattern, pRand, NULL, RandPatternLen);
- free(pRand);
- }
-
- pState->CameraElev = 50.0f - random() % 90;
- pState->TranslateAngle = random() % 360;
- pState->SpinAngle = random() % 360;
- pState->Time = 50.0f;
- SetCamera(pState);
+ jugglestruct *sp = NULL;
+ int i;
+
+ if (juggles == NULL)
+ return;
+ sp = &juggles[MI_SCREEN(mi)];
+
+ /* generate pattern */
+
+ if (pattern == NULL) {
+
+#define MAXPAT 10
+#define MAXREPEAT 300
+#define CHANGE_BIAS 8 /* larger makes num_ball changes less likely */
+#define POSITION_BIAS 20 /* larger makes hand movements less likely */
+
+ int count = 0;
+ while (count < MI_CYCLES(mi)) {
+ char buf[MAXPAT * 3 + 3], *b = buf;
+ int maxseen = 0;
+ int l = NRAND(MAXPAT) + 1;
+ int t = NRAND(MIN(MAXREPEAT, (MI_CYCLES(mi) - count))) + 1;
+
+ { /* vary number of balls */
+ int new_balls = sp->num_balls;
+ int change;
+
+ if (new_balls == 2) /* Do not juggle 2 that often */
+ change = NRAND(2 + CHANGE_BIAS / 4);
+ else
+ change = NRAND(2 + CHANGE_BIAS);
+ switch (change) {
+ case 0:
+ new_balls++;
+ break;
+ case 1:
+ new_balls--;
+ break;
+ default:
+ break; /* NO-OP */
+ }
+ if (new_balls < sp->patternindex.minballs) {
+ new_balls += 2;
+ }
+ if (new_balls > sp->patternindex.maxballs) {
+ new_balls -= 2;
+ }
+ if (new_balls < sp->num_balls) {
+ if (!program(mi, "[*]", NULL, 1)) /* lose ball */
+ return;
+ }
+ sp->num_balls = new_balls;
+ }
+
+ count += t;
+ if (NRAND(2) && sp->patternindex.index[sp->num_balls].number) {
+ /* Pick from PortFolio */
+ int p = sp->patternindex.index[sp->num_balls].start +
+ NRAND(sp->patternindex.index[sp->num_balls].number);
+ if (!program(mi, portfolio[p].pattern, portfolio[p].name, t))
+ return;
+ } else {
+ /* Invent a new pattern */
+ *b++='[';
+ for(i = 0; i < l; i++){
+ int n, m;
+ do { /* Triangular Distribution => high values more likely */
+ m = NRAND(sp->num_balls + 1);
+ n = NRAND(sp->num_balls + 1);
+ } while(m >= n);
+ if (n == sp->num_balls) {
+ maxseen = 1;
+ }
+ switch(NRAND(5 + POSITION_BIAS)){
+ case 0: /* Outside throw */
+ *b++ = '+'; break;
+ case 1: /* Cross throw */
+ *b++ = '='; break;
+ case 2: /* Cross catch */
+ *b++ = '&'; break;
+ case 3: /* Cross throw and catch */
+ *b++ = 'x'; break;
+ case 4: /* Bounce */
+ *b++ = '_'; break;
+ default:
+ break; /* Inside throw (default) */
+ }
+
+ *b++ = n + '0';
+ *b++ = ' ';
+ }
+ *b++ = ']';
+ *b = '\0';
+ if (maxseen) {
+ if (!program(mi, buf, NULL, t))
+ return;
+ }
+ }
+ }
+ } else { /* pattern supplied in height or 'a' notation */
+ if (!program(mi, pattern, NULL, MI_CYCLES(mi)))
+ return;
+ }
+
+ adam(sp);
+
+ name(sp);
+
+ if (!part(sp))
+ return;
+
+ lob(mi);
+
+ clap(sp);
+
+ positions(sp);
+
+ if (!projectile(sp)) {
+ free_juggle(sp);
+ return;
+ }
+
+ hands(sp);
+#ifdef DEBUG
+ if(MI_IS_DEBUG(mi)) dump(sp);
+#endif
}
+static void
+change_juggle(ModeInfo * mi)
+{
+ jugglestruct *sp = NULL;
+ Trajectory *t;
-/*******************************************************************************
- *
- * XScreenSaver Configuration
- *
- ******************************************************************************/
+ if (juggles == NULL)
+ return;
+ sp = &juggles[MI_SCREEN(mi)];
-extern XtAppContext app;
+ /* Strip pending trajectories */
+ for (t = sp->head->next; t != sp->head; t = t->next) {
+ if(t->start > sp->time || t->finish < sp->time) {
+ Trajectory *n = t;
+ t=t->prev;
+ trajectory_destroy(n);
+ }
+ }
-typedef struct
-{
- GLXContext* glxContext;
- RENDER_STATE RenderState;
- float CurrentFrameRate;
- unsigned FramesSinceSync;
- unsigned LastSyncTime;
-} JUGGLER3D_CONFIG;
-
-
-static JUGGLER3D_CONFIG* pConfigInfo = NULL;
-static int MaxObjects;
-static int MinObjects;
-static int MaxHeightInc;
-static int MinHeightInc;
-static float SpinSpeed;
-static float TranslateSpeed;
-static float JuggleSpeed;
-
-static XrmOptionDescRec Options[] =
-{
- {"-spin", ".spin", XrmoptionSepArg, 0},
- {"-trans", ".trans", XrmoptionSepArg, 0},
- {"-speed", ".speed", XrmoptionSepArg, 0},
- {"-maxobjs", ".maxobjs", XrmoptionSepArg, 0},
- {"-minobjs", ".minobjs", XrmoptionSepArg, 0},
- {"-maxhinc", ".maxhinc", XrmoptionSepArg, 0},
- {"-minhinc", ".minhinc", XrmoptionSepArg, 0},
-};
+ /* Pick the current object theme */
+ sp->objtypes = choose_object();
+ refill_juggle(mi);
-static argtype Vars[] =
+ mi->polygon_count += show_figure(mi, True);
+}
+
+
+ENTRYPOINT void
+reshape_juggle (ModeInfo *mi, int width, int height)
{
- {&MaxObjects, "maxobjs", "MaxObjs", "8", t_Int},
- {&MinObjects, "minobjs", "MinObjs", "3", t_Int},
- {&MaxHeightInc, "maxhinc", "MaxHInc", "6", t_Int},
- {&MinHeightInc, "minhinc", "MaxHInc", "2", t_Int},
- {&JuggleSpeed, "speed", "JuggleSpeed", "2.2", t_Float},
- {&TranslateSpeed, "trans", "TranslateSpeed", "0.1", t_Float},
- {&SpinSpeed, "spin", "SpinSpeed", "20.0", t_Float},
-};
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ glViewport (0, 0, (GLint) width, (GLint) height);
-ModeSpecOpt SWITCH_OPTS = {countof(Options), Options, countof(Vars), Vars};
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
-void Juggler3D_HackReshapeEvent(ModeInfo *mi, int width, int height)
-{
- JUGGLER3D_CONFIG* pConfig = &pConfigInfo[MI_SCREEN(mi)];
- ResizeGL(&pConfig->RenderState, width, height);
+ glClear(GL_COLOR_BUFFER_BIT);
}
-void Juggler3D_HackInitEvent(ModeInfo* mi)
+ENTRYPOINT void
+init_juggle (ModeInfo * mi)
{
- JUGGLER3D_CONFIG* pConfig;
-
- if (pConfigInfo == NULL)
- {
- /* Apply suitable bounds checks to the input parameters */
- MaxObjects = max(3, min(MaxObjects, 36));
- MinObjects = max(3, min(MinObjects, MaxObjects));
-
- MaxHeightInc = max(1, min(MaxHeightInc, 32));
- MinHeightInc = max(1, min(MinHeightInc, MaxHeightInc));
-
- pConfigInfo = (JUGGLER3D_CONFIG*) calloc(
- MI_NUM_SCREENS(mi), sizeof(JUGGLER3D_CONFIG));
- if (pConfigInfo == NULL)
- {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
+ jugglestruct *sp = 0;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ if (!juggles) {
+ juggles = (jugglestruct *)
+ calloc (MI_NUM_SCREENS(mi), sizeof (jugglestruct));
+ if (!juggles) {
+ fprintf(stderr, "%s: out of memory\n", progname);
+ exit(1);
}
-
- pConfig = &pConfigInfo[MI_SCREEN(mi)];
- pConfig->glxContext = init_GL(mi);
- pConfig->CurrentFrameRate = 0.0f;
- pConfig->FramesSinceSync = 0;
- pConfig->LastSyncTime = 0;
- InitGLSettings(&pConfig->RenderState, MI_IS_WIREFRAME(mi));
-
- UpdatePattern(&pConfig->RenderState, MinObjects, MaxObjects,
- MinHeightInc, MaxHeightInc);
-
- Juggler3D_HackReshapeEvent(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
-}
+ }
+ sp = &juggles[MI_SCREEN(mi)];
-void Juggler3D_HackDrawEvent(ModeInfo* mi)
-{
- JUGGLER3D_CONFIG* pConfig = &pConfigInfo[MI_SCREEN(mi)];
- Display* pDisplay = MI_DISPLAY(mi);
- Window hwnd = MI_WINDOW(mi);
-
- if (pConfig->glxContext == NULL)
- return;
-
- /* While drawing, keep track of the rendering speed so we can adjust the
- * animation speed so things appear consistent. The basis of the this
- * code comes from the frame rate counter (fps.c) but has been modified
- * so that it reports the initial frame rate earlier (after 0.02 secs
- * instead of 1 sec). */
-
- if (pConfig->FramesSinceSync >= 1 * (int) pConfig->CurrentFrameRate)
- {
- struct timeval tvnow;
- unsigned now;
-
- # ifdef GETTIMEOFDAY_TWO_ARGS
- struct timezone tzp;
- gettimeofday(&tvnow, &tzp);
- # else
- gettimeofday(&tvnow);
- # endif
-
- now = (unsigned) (tvnow.tv_sec * 1000000 + tvnow.tv_usec);
- if (pConfig->FramesSinceSync == 0)
- {
- pConfig->LastSyncTime = now;
- }
- else
- {
- unsigned Delta = now - pConfig->LastSyncTime;
- if (Delta > 20000)
- {
- pConfig->LastSyncTime = now;
- pConfig->CurrentFrameRate =
- (pConfig->FramesSinceSync * 1.0e6f) / Delta;
- pConfig->FramesSinceSync = 0;
- }
- }
- }
-
- pConfig->FramesSinceSync++;
-
- if (pConfig->RenderState.Time > 150.0f)
+ sp->glx_context = init_GL(mi);
+
+# ifdef HAVE_GLBITMAP
+ load_font (mi->dpy, "titleFont", &sp->mode_font, &sp->font_dlist);
+# else /* !HAVE_GLBITMAP */
+ sp->font_data = load_texture_font (mi->dpy, "titleFont");
+# endif /* !HAVE_GLBITMAP */
+
+ reshape_juggle (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ clear_gl_error(); /* WTF? sometimes "invalid op" from glViewport! */
+
+ if (!wire)
{
- UpdatePattern(&pConfig->RenderState, MinObjects, MaxObjects,
- MinHeightInc, MaxHeightInc);
+ GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
+ GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
}
- DrawGLScene(&pConfig->RenderState);
-
- if (pConfig->CurrentFrameRate > 1.0e-6f)
- {
- pConfig->RenderState.Time += JuggleSpeed / pConfig->CurrentFrameRate;
- pConfig->RenderState.SpinAngle += SpinSpeed / pConfig->CurrentFrameRate;
- pConfig->RenderState.TranslateAngle +=
- TranslateSpeed / pConfig->CurrentFrameRate;
+
+ make_random_colormap (0, 0, 0,
+ mi->colors, &MI_NPIXELS(mi),
+ True, False, 0, False);
+
+ {
+ double spin_speed = 0.05;
+ double wander_speed = 0.001;
+ double spin_accel = 0.05;
+ sp->rot = make_rotator (0, spin_speed, 0,
+ spin_accel, wander_speed, False);
+ sp->trackball = gltrackball_init ();
+ }
+
+ if (only && *only && strcmp(only, " ")) {
+ balls = clubs = torches = knives = rings = bballs = False;
+ if (!strcasecmp (only, "balls")) balls = True;
+ else if (!strcasecmp (only, "clubs")) clubs = True;
+ else if (!strcasecmp (only, "torches")) torches = True;
+ else if (!strcasecmp (only, "knives")) knives = True;
+ else if (!strcasecmp (only, "rings")) rings = True;
+ else if (!strcasecmp (only, "bballs")) bballs = True;
+ else {
+ (void) fprintf (stderr,
+ "Juggle: -only must be one of: balls, clubs, torches, knives,\n"
+ "\t rings, or bballs (not \"%s\")\n", only);
+#ifdef STANDALONE /* xlock mustn't exit merely because of a bad argument */
+ exit (1);
+#endif
}
-
- if (mi->fps_p)
- do_fps(mi);
-
- glFinish();
- glXSwapBuffers(pDisplay, hwnd);
-}
+ }
+
+ /* #### hard to make this look good in OpenGL... */
+ torches = False;
+
+
+ if (sp->head == 0) { /* first time initializing this juggler */
+
+ sp->count = ABS(MI_COUNT(mi));
+ if (sp->count == 0)
+ sp->count = 200;
+
+ /* record start time */
+ sp->begintime = time(NULL);
+ if(sp->patternindex.maxballs > 0) {
+ sp->num_balls = sp->patternindex.minballs +
+ NRAND(sp->patternindex.maxballs - sp->patternindex.minballs);
+ }
+
+ mi->polygon_count +=
+ show_figure(mi, True); /* Draw figure. Also discovers
+ information about the juggler's
+ proportions */
+
+ /* "7" should be about three times the height of the juggler's
+ shoulders */
+ sp->Gr = -GRAVITY(3 * sp->arm[0][RIGHT][SHOULDER].y,
+ 7 * THROW_CATCH_INTERVAL);
+
+ if(!balls && !clubs && !torches && !knives && !rings && !bballs)
+ balls = True; /* Have to juggle something! */
+
+ /* create circular trajectory list */
+ ADD_ELEMENT(Trajectory, sp->head, sp->head);
+ if(sp->head == NULL){
+ free_juggle(sp);
+ return;
+ }
+
+ /* create circular object list */
+ ADD_ELEMENT(Object, sp->objects, sp->objects);
+ if(sp->objects == NULL){
+ free_juggle(sp);
+ return;
+ }
+
+ sp->pattern = strdup(""); /* Initialise saved pattern with
+ free-able memory */
+ }
+
+ sp = &juggles[MI_SCREEN(mi)];
+
+ if (pattern &&
+ (!*pattern ||
+ !strcasecmp (pattern, ".") ||
+ !strcasecmp (pattern, "random")))
+ pattern = NULL;
+
+ if (pattern == NULL && sp->patternindex.maxballs == 0) {
+ /* pattern list needs indexing */
+ int nelements = countof(portfolio);
+ int numpat = 0;
+ int i;
+
+ /* sort according to number of balls */
+ qsort((void*)portfolio, nelements,
+ sizeof(portfolio[1]), compare_num_balls);
+
+ /* last pattern has most balls */
+ sp->patternindex.maxballs = get_num_balls(portfolio[nelements - 1].pattern);
+ /* run through sorted list, indexing start of each group
+ and number in group */
+ sp->patternindex.maxballs = 1;
+ for (i = 0; i < nelements; i++) {
+ int b = get_num_balls(portfolio[i].pattern);
+ if (b > sp->patternindex.maxballs) {
+ sp->patternindex.index[sp->patternindex.maxballs].number = numpat;
+ if(numpat == 0) sp->patternindex.minballs = b;
+ sp->patternindex.maxballs = b;
+ numpat = 1;
+ sp->patternindex.index[sp->patternindex.maxballs].start = i;
+ } else {
+ numpat++;
+ }
+ }
+ sp->patternindex.index[sp->patternindex.maxballs].number = numpat;
+ }
+
+ /* Set up programme */
+ change_juggle(mi);
+
+ /* Only put things here that won't interrupt the programme during
+ a window resize */
+
+ /* Use MIN so that users can resize in interesting ways, eg
+ narrow windows for tall patterns, etc */
+ sp->scale = MIN(SCENE_HEIGHT/480.0, SCENE_WIDTH/160.0);
+}
-Bool Juggler3D_HackHandleEvent(ModeInfo* mi, XEvent* pEvent)
+ENTRYPOINT Bool
+juggle_handle_event (ModeInfo *mi, XEvent *event)
{
- JUGGLER3D_CONFIG* pConfig = &pConfigInfo[MI_SCREEN(mi)];
- RENDER_STATE* pState = &pConfig->RenderState;
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
- if (pEvent->xany.type == ButtonPress &&
- pEvent->xbutton.button == Button1)
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
{
- pState->button_down_p = True;
- gltrackball_start (pState->trackball,
- pEvent->xbutton.x, pEvent->xbutton.y,
+ sp->button_down_p = True;
+ gltrackball_start (sp->trackball,
+ event->xbutton.x, event->xbutton.y,
MI_WIDTH (mi), MI_HEIGHT (mi));
return True;
}
- else if (pEvent->xany.type == ButtonRelease &&
- pEvent->xbutton.button == Button1)
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
{
- pState->button_down_p = False;
+ sp->button_down_p = False;
return True;
}
- else if (pEvent->xany.type == ButtonPress &&
- (pEvent->xbutton.button == Button4 ||
- pEvent->xbutton.button == Button5))
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
{
- gltrackball_mousewheel (pState->trackball, pEvent->xbutton.button, 2,
- !pEvent->xbutton.state);
+ gltrackball_mousewheel (sp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
return True;
}
- else if (pEvent->xany.type == MotionNotify &&
- pState->button_down_p)
+ else if (event->xany.type == MotionNotify &&
+ sp->button_down_p)
{
- gltrackball_track (pState->trackball,
- pEvent->xmotion.x, pEvent->xmotion.y,
+ gltrackball_track (sp->trackball,
+ event->xmotion.x, event->xmotion.y,
MI_WIDTH (mi), MI_HEIGHT (mi));
return True;
}
- else if (pEvent->xany.type == KeyPress)
+ else if (event->xany.type == KeyPress)
{
- char str[20];
- KeySym Key = 0;
- int count = XLookupString(&pEvent->xkey, str, 20, &Key, 0);
- str[count] = '\0';
- if (*str == ' ')
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == ' ' || c == '\n' || c == '\r' || c == '\t')
{
- UpdatePattern(&pConfig->RenderState, MinObjects, MaxObjects,
- MinHeightInc, MaxHeightInc);
+ change_juggle (mi);
+ return True;
}
}
-
- return False;
+
+
+ return False;
}
+
+ENTRYPOINT void
+draw_juggle (ModeInfo *mi)
+{
+ jugglestruct *sp = &juggles[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ Trajectory *traj = NULL;
+ Object *o = NULL;
+ unsigned long future = 0;
+ char *pattern = NULL;
+
+ if (!sp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(sp->glx_context));
+
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ glRotatef(current_device_rotation(), 0, 0, 1);
+
+ glTranslatef(0,-3,0);
+
+ {
+ double x, y, z;
+ get_position (sp->rot, &x, &y, &z, !sp->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 3,
+ (z - 0.5) * 15);
+
+ gltrackball_rotate (sp->trackball);
+
+ get_rotation (sp->rot, &x, &y, &z, !sp->button_down_p);
+
+ if (y < 0.8) y = 0.8 - (y - 0.8); /* always face forward */
+ if (y > 1.2) y = 1.2 - (y - 1.2);
+
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ {
+ GLfloat scale = 20.0 / SCENE_HEIGHT;
+ glScalef(scale, scale, scale);
+ }
+
+ glRotatef (180, 0, 0, 1);
+ glTranslatef(-SCENE_WIDTH/2, -SCENE_HEIGHT/2, 0);
+ glTranslatef(0, -150, 0);
+
+ mi->polygon_count = 0;
+
+ /* Update timer */
+ if (real) {
+ struct timeval tv;
+ (void)gettimeofday(&tv, NULL);
+ sp->time = (int) ((tv.tv_sec - sp->begintime)*1000 + tv.tv_usec/1000);
+ } else {
+ sp->time += MI_DELAY(mi) / 1000;
+ }
+
+ /* First pass: Move arms and strip out expired elements */
+ for (traj = sp->head->next; traj != sp->head; traj = traj->next) {
+ if (traj->status != PREDICTOR) {
+ /* Skip any elements that need further processing */
+ /* We could remove them, but there shoudn't be many and they
+ would be needed if we ever got the pattern refiller
+ working */
+ continue;
+ }
+ if (traj->start > future) { /* Lookahead to the end of the show */
+ future = traj->start;
+ }
+ if (sp->time < traj->start) { /* early */
+ continue;
+ } else if (sp->time < traj->finish) { /* working */
+
+ /* Look for pattern name */
+ if(traj->pattern != NULL) {
+ pattern=traj->pattern;
+ }
+
+ if (traj->type == Empty || traj->type == Full) {
+ /* Only interested in hands on this pass */
+/* double angle = traj->angle + traj->spin * (sp->time - traj->start);*/
+ double xd = 0, yd = 0;
+ DXPoint p;
+
+ /* Find the catching offset */
+ if(traj->object != NULL) {
+#if 0
+ /* #### not sure what this is doing, but I'm guessing
+ that the use of PERSPEC means this isn't needed
+ in the OpenGL version? -jwz
+ */
+ if(ObjectDefs[traj->object->type].handle > 0) {
+ /* Handles Need to be oriented */
+ xd = ObjectDefs[traj->object->type].handle *
+ PERSPEC * sin(angle);
+ yd = ObjectDefs[traj->object->type].handle *
+ cos(angle);
+ } else
+#endif
+ {
+ /* Balls are always caught at the bottom */
+ xd = 0;
+ yd = -4;
+ }
+ }
+ p.x = (CUBIC(traj->xp, sp->time) - xd);
+ p.y = (CUBIC(traj->yp, sp->time) + yd);
+ reach_arm(mi, traj->hand, &p);
+
+ /* Store updated hand position */
+ traj->x = p.x + xd;
+ traj->y = p.y - yd;
+ }
+ if (traj->type == Ball || traj->type == Full) {
+ /* Only interested in objects on this pass */
+ double x, y;
+ Trace *s;
+
+ if(traj->type == Full) {
+ /* Adjusted these in the first pass */
+ x = traj->x;
+ y = traj->y;
+ } else {
+ x = CUBIC(traj->xp, sp->time);
+ y = CUBIC(traj->yp, sp->time);
+ }
+
+ ADD_ELEMENT(Trace, s, traj->object->trace->prev);
+ s->x = x;
+ s->y = y;
+ s->angle = traj->angle + traj->spin * (sp->time - traj->start);
+ s->divisions = traj->divisions;
+ traj->object->tracelen++;
+ traj->object->active = True;
+ }
+ } else { /* expired */
+ Trajectory *n = traj;
+ traj=traj->prev;
+ trajectory_destroy(n);
+ }
+ }
+
+
+ mi->polygon_count += show_figure(mi, False);
+ mi->polygon_count += show_arms(mi);
+
+ /* Draw Objects */
+ glTranslatef(0, 0, ARMLENGTH);
+ for (o = sp->objects->next; o != sp->objects; o = o->next) {
+ if(o->active) {
+ mi->polygon_count += ObjectDefs[o->type].draw(mi, o->color,
+ o->trace->prev);
+ o->active = False;
+ }
+ }
+
+
+ /* Save pattern name so we can erase it when it changes */
+ if(pattern != NULL && strcmp(sp->pattern, pattern) != 0 ) {
+ free(sp->pattern);
+ sp->pattern = strdup(pattern);
+
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr, "Juggle[%d]: Running: %s\n",
+ MI_SCREEN(mi), sp->pattern);
+ }
+ }
+
+ print_gl_string (mi->dpy,
+# ifdef HAVE_GLBITMAP
+ sp->mode_font, sp->font_dlist,
+# else /* !HAVE_GLBITMAP */
+ sp->font_data,
+# endif /* !HAVE_GLBITMAP */
+ mi->xgwa.width, mi->xgwa.height,
+ 10, mi->xgwa.height - 10,
+ sp->pattern, False);
+
+#ifdef MEMTEST
+ if((int)(sp->time/10) % 1000 == 0)
+ (void) fprintf(stderr, "sbrk: %d\n", (int)sbrk(0));
#endif
+
+ if (future < sp->time + 100 * THROW_CATCH_INTERVAL) {
+ refill_juggle(mi);
+ } else if (sp->time > 1<<30) { /* Hard Reset before the clock wraps */
+ release_juggle(mi);
+ init_juggle(mi);
+ }
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+XSCREENSAVER_MODULE_2 ("Juggler3D", juggler3d, juggle)
+
+#endif /* USE_GL */