EPhysics: add soft body light implementation

Do not use the evas map 3d light util function for every slice and
avoid the unexpected "mosaic" effect.


SVN revision: 81306
This commit is contained in:
Leandro Dorileo 2012-12-18 21:15:25 +00:00
parent 412c269b1c
commit 1329aad821
1 changed files with 61 additions and 3 deletions

View File

@ -24,7 +24,7 @@ extern "C" {
WRN("Not supported for cloth"); \
return; \
} \
} while(0);
} while(0)
typedef struct _EPhysics_Body_Callback EPhysics_Body_Callback;
typedef struct _EPhysics_Body_Evas_Stacking EPhysics_Body_Evas_Stacking;
@ -80,13 +80,67 @@ _ephysics_body_cloth_anchor_mass_reset(EPhysics_Body *body)
DBG("Cloth anchors mass reset.");
}
EAPI void
_ephysics_body_soft_body_light_apply(Evas_Map *m, Evas_Coord lx, Evas_Coord ly, Evas_Coord lz, int lr, int lg, int lb, int ar, int ag, int ab, Evas_Coord bx, Evas_Coord by, Evas_Coord bz)
{
double x, y, z, nx, ny, nz, ln, br;
Evas_Coord mx, my, mz, mr, mg, mb, ma;
int i;
for (i = 0; i < 4; i++)
{
evas_map_point_coord_get(m, i, &mx, &my, &mz);
evas_map_point_color_get(m, i, NULL, NULL, NULL, &ma);
x = mx;
y = my;
z = mz;
nx = sqrt(pow(bx - x, 2));
ny = sqrt(pow(by - y, 2));
nz = sqrt(pow(bz - z, 2));
ln = nx + ny + nz;
if (ln != 0.0)
{
nx /= ln;
ny /= ln;
nz /= ln;
}
x = lx - bx;
y = ly - by;
z = lz - bz;
ln = pow(x, 2) + pow(y, 2) + pow(z, 2);
ln = sqrt(ln);
if (ln != 0.0)
{
x /= ln;
y /= ln;
z /= ln;
}
br = (nx * x) + (ny * y) + (nz * z);
if (br < 0.0) br = 0.0;
mr = ar + ((lr - ar) * br);
mg = ag + ((lg - ag) * br);
mb = ab + ((lb - ab) * br);
evas_map_point_color_set(m, i, mr, mg, mb, ma);
}
}
static void
_ephysics_body_soft_body_slices_apply(EPhysics_Body *body, Evas_Object *evas_obj, Eina_List *slices)
{
double rate;
void *list_data;
Eina_List *l;
Evas_Coord wy, wh, y0, y1, y2, x0, x1, x2, z0, z1, z2, w, h;
Evas_Coord wy, wh, y0, y1, y2, x0, x1, x2, z0, z1, z2, w, h, bx, by, bz;
Evas_Map *map;
btVector3 p0, p1, p2;
btSoftBody::tFaceArray faces;
@ -95,6 +149,7 @@ _ephysics_body_soft_body_slices_apply(EPhysics_Body *body, Evas_Object *evas_obj
Evas_Coord lx, ly, lz;
Eina_Bool light = EINA_FALSE;
EPhysics_Camera *camera;
int px, py, pz, foc;
Eina_Bool perspective = EINA_FALSE;
@ -104,6 +159,8 @@ _ephysics_body_soft_body_slices_apply(EPhysics_Body *body, Evas_Object *evas_obj
NULL);
evas_object_geometry_get(evas_obj, NULL, NULL, &w, &h);
ephysics_body_geometry_get(body, &bx, &by, &bz, NULL, NULL, NULL);
if ((body->light_apply) ||
(ephysics_world_light_all_bodies_get(body->world)))
{
@ -174,7 +231,8 @@ _ephysics_body_soft_body_slices_apply(EPhysics_Body *body, Evas_Object *evas_obj
}
if (light)
evas_map_util_3d_lighting(map, lx, ly, lz, lr, lg, lb, ar, ag, ab);
_ephysics_body_soft_body_light_apply(map, lx, ly, lz, lr, lg, lb, ar,
ag, ab, bx, by, bz);
evas_object_map_set(slice->evas_obj, map);
evas_object_map_enable_set(slice->evas_obj, EINA_TRUE);