mat make_Y(uint Nv, uint Ns, uint Nc, mat U, double wcr) { uint i; mat Y = mat_new(Nv,Ns); it_randomize(); for (i=0; i < Ns; i++) { vec x, y, w; bvec m; x = make_x( Nv ); m = make_m( Nc ); w = make_w( U, m ); y = make_y( x, w, wcr ); mat_set_col(Y,i,y); vec_delete( x ); vec_delete( w ); vec_delete( y ); bvec_delete( m ); } return Y; }
// quantity needs to be a square number void make_explosion(EXPLOSION *po, GLfloat radius, GLfloat density, int quantity, GLfloat cube_size, int after_counter, short shape, SOUND sound, GLfloat start_x, GLfloat start_y, short is_sparkler, short is_screamer) { int i, j, k; int count = 0; short solid = rand()%5; GLfloat color[3]; GLfloat other_color[3]; if(shape ==0){ solid =2; } if(solid){ for(i=0;i<3;++i){ color[i] =(float)((rand() % (100)))/100.; //randomize color } if(solid<3){ other_color[0] =color[0]; other_color[1] = color[1]; other_color[2] = color[2]; } else{ for(i=0;i<3;++i){ other_color[i] =(float)((rand() % (100)))/100.; //randomize color } } } else{ for(i=0;i<3;++i){ color[i] =0; } } SHAPE cur; GLfloat trans_x, trans_y, trans_z; GLfloat ray = cube_size; start_x +=(float)((rand() % (11)) - 5)/100.; po -> radius = radius; po -> density = density; po -> quantity = quantity; po -> cube_size = cube_size; po -> shape = shape; po -> sound = sound; po -> counter = 0; po -> start_x = start_x; po -> start_y = start_y; po -> after_counter = after_counter + radius; po -> fizz=0; po -> particles = malloc(quantity*sizeof(PARTICLE)); double scale_x=.025; double scale_y=.025; if(shape==0||shape ==1){ k = sqrt(quantity)/2; // draw the top half for (i = 0; i <= k; i++) { for (j = 0; j <= k; j++) { make_cube_smart(&cur, ray); real_translation(&cur, start_x, start_y, 0); int t = (360.0/(float)(k) * j); // theta int p = (180.0/(float)(k) * i); // phi GLfloat theta = (t * M_PI/180.); // theta angle GLfloat phi = (p * M_PI/180.); // phi angle trans_x = ray * cos(phi) * cos(theta) + (float)((rand() % (3)) - 1)/80.; trans_y = ray * sin(phi) + (float)((rand() % (3)) - 1)/80.; trans_z = -ray * cos(phi) * sin(theta) + (float)((rand() % (3)) - 1)/80.; make_particle(&(po->particles[i*4 + j]), color, solid, cur, trans_x, trans_y, trans_z); (&(po -> particles[i*4 + j])) -> is_sparkler = is_sparkler; count++; } } // draw the bottom half for (i = 0; i <= k; i++) { for (j = 0; j <= k; j++) { make_cube_smart(&cur, ray); real_translation(&cur, start_x, start_y, 0); int t = (360.0/(float)(k) * j); // theta int p = (180.0/(float)(k) * i - 180); // phi GLfloat theta = (t * M_PI/180.); // theta angle GLfloat phi = (p * M_PI/180.); // phi angle trans_x = ray * cos(phi) * cos(theta) + (float)((rand() % (3)) - 1)/100.;; trans_y = ray * sin(phi) + (float)((rand() % (3)) - 1)/100.;; trans_z = -ray * cos(phi) * sin(theta) + (float)((rand() % (3)) - 1)/100.;; make_particle(&(po->particles[count - 1 + i*4 + j]), other_color, solid, cur, trans_x, trans_y, trans_z); (&(po -> particles[i*4 + j])) -> is_sparkler = is_sparkler; } } } else if(shape ==2){ make_heart(po,scale_x,scale_y,0,0); make_heart(po,scale_x*1.7,scale_y*1.7,1,28); po->after_counter =100; po->radius =20; } else if(shape ==-1){ ////FOR INTRO TEXT make_b(po,scale_x*4,scale_y*4,1,0); make_y(po,scale_x*4,scale_y*4,1,19); intro_flag_1=0; po->after_counter =100; po->radius =18; } else if(shape ==-2){ ////FOR INTRO TEXT make_z(po,scale_x*3,scale_y*3,1,0); make_a(po,scale_x*3,scale_y*2,1,40); make_c(po,scale_x*2.4,scale_y*2.4,1,58); make_h(po,scale_x*3,scale_y*3,1,71); intro_flag_2=0; po->after_counter =100; po->radius =20; } else if(shape ==-3){ ////FOR INTRO TEXT make_a(po,scale_x*2,scale_y*2,2,0); make_n(po,scale_x*1.2,scale_y*1.2,1,18); make_d(po,scale_x*2,scale_y*2,1,43); intro_flag_3=0; po->after_counter =100; po->radius =30; } else if(shape ==-4){ ////FOR INTRO TEXT make_a(po,scale_x*2,scale_y*2,3,0); make_n(po,scale_x*1.2,scale_y*1.2,0,18); make_d(po,scale_x*2,scale_y*2,0,43); make_y(po,scale_x*2.1,scale_y*2.1,0,65); intro_flag_4=0; po->after_counter =100; po->radius =30; } }