{
ClutterKnot center;
- gint a;
- gint b;
+ gint a;
+ gint b;
- float angle_start;
- float angle_end;
- float angle_tilt_x;
- float angle_tilt_y;
- float angle_tilt_z;
+ gfloat angle_start;
+ gfloat angle_end;
+ gfloat angle_tilt_x;
+ gfloat angle_tilt_y;
+ gfloat angle_tilt_z;
ClutterRotateDirection direction;
};
ClutterBehaviourEllipsePrivate *priv = e->priv;
gint x, y, z;
- x = (priv->a * cosf (angle * (G_PI/180.0)));
- y = (priv->b * sinf (angle * (G_PI/180.0)));
+ x = priv->a * cosf (angle * (G_PI / 180.0));
+ y = priv->b * sinf (angle * (G_PI / 180.0));
z = 0;
if (priv->angle_tilt_z)
* sin (a + b) and cos (a + b)
*
*/
- ClutterFixed x2, y2;
+ gfloat x2, y2;
- x2 = x * cosf (priv->angle_tilt_z * (G_PI/180.0))
- - y * sinf (priv->angle_tilt_z * (G_PI/180.0));
+ x2 = x * cosf (priv->angle_tilt_z * (G_PI / 180.0))
+ - y * sinf (priv->angle_tilt_z * (G_PI / 180.0));
- y2 = y * cosf (priv->angle_tilt_z * (G_PI/180.0))
- + x * sinf (priv->angle_tilt_z * (G_PI/180.0));
+ y2 = y * cosf (priv->angle_tilt_z * (G_PI / 180.0))
+ + x * sinf (priv->angle_tilt_z * (G_PI / 180.0));
x = (x2);
y = (y2);
if (priv->angle_tilt_x)
{
- ClutterFixed z2, y2;
+ gfloat z2, y2;
- z2 = - y * sinf (priv->angle_tilt_x * (G_PI/180.0));
+ z2 = - y * sinf (priv->angle_tilt_x * (G_PI / 180.0));
+ y2 = y * cosf (priv->angle_tilt_x * (G_PI / 180.0));
- y2 = y * cosf (priv->angle_tilt_x * (G_PI/180.0));
-
- z = (z2);
- y = (y2);
+ z = z2;
+ y = y2;
}
if (priv->angle_tilt_y)
{
- ClutterFixed x2, z2;
+ gfloat x2, z2;
- x2 = x * cosf (priv->angle_tilt_y * (G_PI/180.0))
- - z * sinf (priv->angle_tilt_y * (G_PI/180.0));
+ x2 = x * cosf (priv->angle_tilt_y * (G_PI / 180.0))
+ - z * sinf (priv->angle_tilt_y * (G_PI / 180.0));
- z2 = z * cosf (priv->angle_tilt_y * (G_PI/180.0))
- + x * sinf (priv->angle_tilt_y * (G_PI/180.0));
+ z2 = z * cosf (priv->angle_tilt_y * (G_PI / 180.0))
+ + x * sinf (priv->angle_tilt_y * (G_PI / 180.0));
- x = (x2);
- z = (z2);
+ x = x2;
+ z = z2;
}
knot->x = x;
ClutterActor *actor,
gpointer data)
{
- ClutterBehaviourEllipsePrivate *priv
- = ((ClutterBehaviourEllipse *) behave)->priv;
+ ClutterBehaviourEllipsePrivate *priv;
knot3d *knot = data;
+ priv = ((ClutterBehaviourEllipse *) behave)->priv;
+
clutter_actor_set_position (actor, knot->x, knot->y);
+
if (priv->angle_tilt_x != 0 || priv->angle_tilt_y != 0)
clutter_actor_set_depth (actor, knot->z);
}
{
ClutterBehaviourEllipse *self = CLUTTER_BEHAVIOUR_ELLIPSE (behave);
ClutterBehaviourEllipsePrivate *priv = self->priv;
- float start, end;
+ gfloat start, end;
+ gfloat angle = 0;
knot3d knot;
- float angle = 0;
start = priv->angle_start;
end = priv->angle_end;