Evas: 3D: Example: Picking example

This commit is contained in:
Taekyun Kim 2013-12-27 20:31:39 +09:00 committed by ChunEon Park
parent 578413e103
commit 0899e30be6
2 changed files with 402 additions and 0 deletions

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@ -185,6 +185,11 @@ evas_3d_proxy_SOURCES = evas-3d-proxy.c
evas_3d_proxy_LDADD = $(ECORE_EVAS_COMMON_LDADD)
evas_3d_proxy_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
EXTRA_PROGRAMS += evas_3d_pick
evas_3d_pick_SOURCES = evas-3d-pick.c
evas_3d_pick_LDADD = $(ECORE_EVAS_COMMON_LDADD)
evas_3d_pick_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
.edc.edj:
$(AM_V_EDJ)$(EDJE_CC) $(EDJE_CC_FLAGS) $< $(builddir)/$(@F)

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@ -0,0 +1,397 @@
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <stdio.h>
#include <math.h>
#include <Evas_3D.h>
#define WIDTH 1024
#define HEIGHT 1024
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Evas_Object *background = NULL;
Evas_Object *image = NULL;
Evas_3D_Scene *scene = NULL;
Evas_3D_Node *root_node = NULL;
Evas_3D_Node *camera_node = NULL;
Evas_3D_Camera *camera = NULL;
Evas_3D_Node *mesh_node = NULL;
Evas_3D_Mesh *mesh = NULL;
Evas_3D_Material *material = NULL;
Evas_3D_Texture *texture_diffuse = NULL;
static Eina_Bool
_animate_scene(void *data)
{
static float angle = 0.0f;
angle += 0.3;
evas_3d_node_orientation_angle_axis_set((Evas_3D_Node *)data, angle, 0.0, 1.0, 0.0);
/* Rotate */
if (angle > 360.0)
angle -= 360.0f;
return EINA_TRUE;
}
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
evas_object_resize(background, w, h);
evas_object_resize(image, w, h);
evas_object_move(image, 0, 0);
}
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
typedef struct _vec3
{
float x;
float y;
float z;
} vec3;
typedef struct _vec2
{
float x;
float y;
} vec2;
typedef struct _vertex
{
vec3 position;
vec3 normal;
vec3 tangent;
vec4 color;
vec3 texcoord;
} vertex;
static int vertex_count = 0;
static vertex *vertices = NULL;
static int index_count = 0;
static unsigned short *indices = NULL;
static inline vec3
_normalize(const vec3 *v)
{
double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
vec3 vec;
vec.x = v->x / l;
vec.y = v->y / l;
vec.z = v->z / l;
return vec;
}
static void
_sphere_fini()
{
if (vertices)
free(vertices);
if (indices)
free(indices);
}
static void
_sphere_init(int precision)
{
int i, j;
unsigned short *index;
vertex_count = (precision + 1) * (precision + 1);
index_count = precision * precision * 6;
/* Allocate buffer. */
vertices = malloc(sizeof(vertex) * vertex_count);
indices = malloc(sizeof(unsigned short) * index_count);
for (i = 0; i <= precision; i++)
{
double lati = (M_PI * (double)i) / (double)precision;
double y = cos(lati);
double r = fabs(sin(lati));
for (j = 0; j <= precision; j++)
{
double longi = (M_PI * 2.0 * j) / precision;
vertex *v = &vertices[i * (precision + 1) + j];
if (j == 0 || j == precision)
v->position.x = 0.0;
else
v->position.x = r * sin(longi);
v->position.y = y;
if (j == 0 || j == precision)
v->position.z = r;
else
v->position.z = r * cos(longi);
v->normal = v->position;
if (v->position.x > 0.0)
{
v->tangent.x = -v->normal.y;
v->tangent.y = v->normal.x;
v->tangent.z = v->normal.z;
}
else
{
v->tangent.x = v->normal.y;
v->tangent.y = -v->normal.x;
v->tangent.z = v->normal.z;
}
v->color.x = v->position.x;
v->color.y = v->position.y;
v->color.z = v->position.z;
v->color.w = 1.0;
if (j == precision)
v->texcoord.x = 1.0;
else if (j == 0)
v->texcoord.x = 0.0;
else
v->texcoord.x = (double)j / (double)precision;
if (i == precision)
v->texcoord.y = 1.0;
else if (i == 0)
v->texcoord.y = 0.0;
else
v->texcoord.y = 1.0 - (double)i / (double)precision;
}
}
index = &indices[0];
for (i = 0; i < precision; i++)
{
for (j = 0; j < precision; j++)
{
*index++ = i * (precision + 1) + j;
*index++ = i * (precision + 1) + j + 1;
*index++ = (i + 1) * (precision + 1) + j;
*index++ = (i + 1) * (precision + 1) + j;
*index++ = i * (precision + 1) + j + 1;
*index++ = (i + 1) * (precision + 1) + j + 1;
}
}
for (i = 0; i < index_count; i += 3)
{
vertex *v0 = &vertices[indices[i + 0]];
vertex *v1 = &vertices[indices[i + 1]];
vertex *v2 = &vertices[indices[i + 2]];
vec3 e1, e2;
float du1, du2, dv1, dv2, f;
vec3 tangent;
e1.x = v1->position.x - v0->position.x;
e1.y = v1->position.y - v0->position.y;
e1.z = v1->position.z - v0->position.z;
e2.x = v2->position.x - v0->position.x;
e2.y = v2->position.y - v0->position.y;
e2.z = v2->position.z - v0->position.z;
du1 = v1->texcoord.x - v0->texcoord.x;
dv1 = v1->texcoord.y - v0->texcoord.y;
du2 = v2->texcoord.x - v0->texcoord.x;
dv2 = v2->texcoord.y - v0->texcoord.y;
f = 1.0 / (du1 * dv2 - du2 * dv1);
tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
v0->tangent = tangent;
}
for (i = 0; i <= precision; i++)
{
for (j = 0; j <= precision; j++)
{
if (j == precision)
{
vertex *v = &vertices[i * (precision + 1) + j];
v->tangent = vertices[i * (precision + 1)].tangent;
}
}
}
}
static void
_on_mouse_down(void *data EINA_UNUSED,
Evas *e EINA_UNUSED,
Evas_Object *o,
void *einfo)
{
Evas_Event_Mouse_Down *ev = einfo;
Evas_Coord x, y, w, h;
Evas_Coord obj_x, obj_y;
int scene_w, scene_h;
Evas_Real scene_x, scene_y;
Evas_Real s, t;
Evas_3D_Node *n;
Evas_3D_Mesh *m;
evas_object_geometry_get(o, &x, &y, &w, &h);
obj_x = ev->canvas.x - x;
obj_y = ev->canvas.y - y;
evas_3d_scene_size_get(scene, &scene_w, &scene_h);
scene_x = obj_x * scene_w / (Evas_Real)w;
scene_y = obj_y * scene_h / (Evas_Real)h;
if (evas_3d_scene_pick(scene, scene_x, scene_y, &n, &m, &s, &t))
printf("Picked : ");
else
printf("Not picked : ");
printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) "
"node(%p) mesh(%p)\n",
ev->output.x, ev->output.y,
ev->canvas.x, ev->canvas.y,
obj_x, obj_y,
scene_x, scene_y,
s, t, n, m);
}
int
main(void)
{
if (!ecore_evas_init())
return 0;
ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ecore_evas)
return 0;
ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
ecore_evas_show(ecore_evas);
evas = ecore_evas_get(ecore_evas);
/* Add a scene object .*/
scene = evas_3d_scene_add(evas);
/* Add the root node for the scene. */
root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
/* Add the camera. */
camera = evas_3d_camera_add(evas);
evas_3d_camera_projection_perspective_set(camera, 30.0, 1.0, 1.0, 100.0);
camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
evas_3d_node_camera_set(camera_node, camera);
evas_3d_node_member_add(root_node, camera_node);
evas_3d_node_position_set(camera_node, 0.0, 0.0, 5.0);
evas_3d_node_look_at_set(camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0);
/* Add the cube mesh. */
_sphere_init(100);
mesh = evas_3d_mesh_add(evas);
evas_3d_mesh_vertex_count_set(mesh, vertex_count);
evas_3d_mesh_frame_add(mesh, 0);
evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_POSITION,
sizeof(vertex), &vertices[0].position);
evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_NORMAL,
sizeof(vertex), &vertices[0].normal);
evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TANGENT,
sizeof(vertex), &vertices[0].tangent);
evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_COLOR,
sizeof(vertex), &vertices[0].color);
evas_3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_3D_VERTEX_TEXCOORD,
sizeof(vertex), &vertices[0].texcoord);
evas_3d_mesh_index_data_set(mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_3d_mesh_vertex_assembly_set(mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES);
material = evas_3d_material_add(evas);
evas_3d_mesh_frame_material_set(mesh, 0, material);
texture_diffuse = evas_3d_texture_add(evas);
evas_3d_texture_file_set(texture_diffuse, "EarthDiffuse.png", NULL);
evas_3d_texture_filter_set(texture_diffuse, EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR);
evas_3d_material_texture_set(material, EVAS_3D_MATERIAL_DIFFUSE, texture_diffuse);
evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE);
evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE);
evas_3d_material_enable_set(material, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE);
evas_3d_material_color_set(material, EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0);
evas_3d_material_color_set(material, EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0);
evas_3d_material_color_set(material, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_3d_material_shininess_set(material, 50.0);
mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
evas_3d_node_member_add(root_node, mesh_node);
evas_3d_node_mesh_add(mesh_node, mesh);
evas_3d_mesh_shade_mode_set(mesh, EVAS_3D_SHADE_MODE_DIFFUSE);
/* Set up scene. */
evas_3d_scene_root_node_set(scene, root_node);
evas_3d_scene_camera_node_set(scene, camera_node);
evas_3d_scene_size_set(scene, WIDTH, HEIGHT);
/* Add evas objects. */
background = evas_object_rectangle_add(evas);
evas_object_color_set(background, 0, 0, 0, 255);
evas_object_move(background, 0, 0);
evas_object_resize(background, WIDTH, HEIGHT);
evas_object_show(background);
image = evas_object_image_filled_add(evas);
evas_object_image_size_set(image, WIDTH, HEIGHT);
evas_object_image_3d_scene_set(image, scene);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, NULL);
ecore_timer_add(0.01, _animate_scene, mesh_node);
printf ("Enter main loop\n");
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
_sphere_fini();
return 0;
}