lib_ui/ui/paint/blob.cpp
2020-11-30 15:09:27 +03:00

136 lines
3.5 KiB
C++

// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#include "ui/paint/blob.h"
#include "base/openssl_help.h"
#include "ui/painter.h"
#include <QtGui/QPainterPath>
namespace Ui::Paint {
namespace {
constexpr auto kMaxSpeed = 8.2;
constexpr auto kMinSpeed = 0.8;
float64 RandomAdditional() {
return (openssl::RandomValue<int>() % 100 / 100.);
}
} // namespace
BlobBezier::BlobBezier(int n, float minScale, float minSpeed, float maxSpeed)
: _segmentsCount(n)
, _segmentLength((4.0 / 3.0) * std::tan(M_PI / (2 * n)))
, _minScale(minScale)
, _minSpeed(minSpeed ? minSpeed : kMinSpeed)
, _maxSpeed(maxSpeed ? maxSpeed : kMaxSpeed)
, _pen(Qt::NoBrush, 0, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin) {
_radius.reserve(n);
_angle.reserve(n);
_radiusNext.reserve(n);
_angleNext.reserve(n);
_progress.reserve(n);
_speed.reserve(n);
}
void BlobBezier::paint(Painter &p, const QBrush &brush) {
auto path = QPainterPath();
auto m = QMatrix();
p.save();
const auto scale = _minScale + _scale * (1. - _minScale);
if (scale != 1.) {
p.scale(scale, scale);
}
for (auto i = 0; i < _segmentsCount; i++) {
const auto progress = _progress[i];
const auto nextIndex = i + 1 < _segmentsCount ? (i + 1) : 0;
const auto progressNext = _progress[nextIndex];
const auto r1 = _radius[i] * (1. - progress)
+ _radiusNext[i] * progress;
const auto r2 = _radius[nextIndex] * (1. - progressNext)
+ _radiusNext[nextIndex] * progressNext;
const auto angle1 = _angle[i] * (1. - progress)
+ _angleNext[i] * progress;
const auto angle2 = _angle[nextIndex] * (1. - progressNext)
+ _angleNext[nextIndex] * progressNext;
const auto l = _segmentLength * (std::min(r1, r2)
+ (std::max(r1, r2) - std::min(r1, r2)) / 2.);
m.reset();
m.rotate(angle1);
const auto pointStart1 = m.map(QPointF(0, -r1));
const auto pointStart2 = m.map(QPointF(l, -r1));
m.reset();
m.rotate(angle2);
const auto pointEnd1 = m.map(QPointF(0, -r2));
const auto pointEnd2 = m.map(QPointF(-l, -r2));
if (i == 0) {
path.moveTo(pointStart1);
}
path.cubicTo(pointStart2, pointEnd2, pointEnd1);
}
p.setBrush(Qt::NoBrush);
p.setPen(_pen);
p.fillPath(path, brush);
p.drawPath(path);
p.restore();
}
void BlobBezier::generateBlob() {
for (auto i = 0; i < _segmentsCount; i++) {
generateBlob(_radius, _angle, i);
generateBlob(_radiusNext, _angleNext, i);
_progress[i] = 0;
}
}
void BlobBezier::generateBlob(
std::vector<float> &radius,
std::vector<float> &angle,
int i) {
const auto angleSegment = 360. / _segmentsCount;
const auto angleDiff = angleSegment * 0.05;
const auto radDiff = _maxRadius - _minRadius;
radius[i] = _minRadius + std::abs(RandomAdditional()) * radDiff;
angle[i] = angleSegment * i + RandomAdditional() * angleDiff;
_speed[i] = 0.017 + 0.003 * std::abs(RandomAdditional());
}
void BlobBezier::update(float level, float speedScale) {
_scale = level;
for (auto i = 0; i < _segmentsCount; i++) {
_progress[i] += (_speed[i] * _minSpeed)
+ level * _speed[i] * _maxSpeed * speedScale;
if (_progress[i] >= 1) {
_progress[i] = 0.;
_radius[i] = _radiusNext[i];
_angle[i] = _angleNext[i];
generateBlob(_radiusNext, _angleNext, i);
}
}
}
void BlobBezier::setRadius(float min, float max) {
_minRadius = std::min(min, max);
_maxRadius = std::max(min, max);
generateBlob();
}
} // namespace Ui::Paint