EPhysics: implement camera position handling

Now it's possibly to keep default updates of evas objects
and has scenes larger than render areas.



SVN revision: 74502
This commit is contained in:
Bruno Dilly 2012-07-27 14:50:03 +00:00
parent 7b6a83144f
commit 30a6d07376
7 changed files with 177 additions and 14 deletions

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@ -18,6 +18,7 @@ ephysics_test_SOURCES = \
test.c \
test_bouncing_ball.c \
test_bouncing_text.c \
test_camera.c \
test_colliding_balls.c \
test_collision_detection.c \
test_collision_speed.c \

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@ -11,6 +11,7 @@ int _ephysics_test_log_dom = -1;
/* examples prototypes */
void test_bouncing_ball(void *data, Evas_Object *obj, void *event_info);
void test_bouncing_text(void *data, Evas_Object *obj, void *event_info);
void test_camera(void *data, Evas_Object *obj, void *event_info);
void test_colliding_balls(void *data, Evas_Object *obj, void *event_info);
void test_collision(void *data, Evas_Object *obj, void *event_info);
void test_collision_speed(void *data, Evas_Object *obj, void *event_info);
@ -151,6 +152,7 @@ _main_win_add(char *autorun __UNUSED__, Eina_Bool test_win_only __UNUSED__)
ADD_TEST("BOUNCING BALL", test_bouncing_ball);
ADD_TEST("BOUNCING TEXT", test_bouncing_text);
ADD_TEST("CAMERA", test_camera);
ADD_TEST("COLLIDING BALLS", test_colliding_balls);
ADD_TEST("COLLISION DETECTION", test_collision);
ADD_TEST("COLLISION HIGH SPEED", test_collision_speed);

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@ -0,0 +1,147 @@
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "ephysics_test.h"
static Eina_Bool
_camera_move_cb(void *data)
{
Test_Data *test_data = data;
EPhysics_Camera *camera;
int x, y, w;
ephysics_world_render_geometry_get(test_data->world, NULL, NULL, &w, NULL);
camera = ephysics_world_camera_get(test_data->world);
ephysics_camera_position_get(camera, &x, &y);
if (x + w > WIDTH * 2)
{
test_data->data = NULL;
return EINA_FALSE;
}
ephysics_camera_position_set(camera, x + 2, y);
return EINA_TRUE;
}
static void
_world_populate(Test_Data *test_data)
{
Evas_Object *sphere, *shadow;
EPhysics_Body *fall_body;
shadow = elm_layout_add(test_data->win);
elm_layout_file_set(
shadow, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "shadow-ball");
evas_object_move(shadow, WIDTH / 3, FLOOR_Y);
evas_object_resize(shadow, 70, 3);
evas_object_show(shadow);
test_data->evas_objs = eina_list_append(test_data->evas_objs, shadow);
sphere = elm_image_add(test_data->win);
elm_image_file_set(
sphere, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "big-blue-ball");
evas_object_move(sphere, WIDTH / 3, FLOOR_Y - 70);
evas_object_resize(sphere, 70, 70);
evas_object_show(sphere);
test_data->evas_objs = eina_list_append(test_data->evas_objs, sphere);
fall_body = ephysics_body_circle_add(test_data->world);
ephysics_body_evas_object_set(fall_body, sphere, EINA_TRUE);
ephysics_body_restitution_set(fall_body, 0.2);
ephysics_body_friction_set(fall_body, 0.5);
ephysics_body_event_callback_add(fall_body, EPHYSICS_CALLBACK_BODY_UPDATE,
update_object_cb, shadow);
test_data->bodies = eina_list_append(test_data->bodies, fall_body);
ephysics_body_central_impulse_apply(fall_body, 10, 0);
shadow = elm_layout_add(test_data->win);
elm_layout_file_set(
shadow, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "shadow-ball");
evas_object_move(shadow, WIDTH * 4 / 3, FLOOR_Y);
evas_object_resize(shadow, 70, 3);
evas_object_show(shadow);
test_data->evas_objs = eina_list_append(test_data->evas_objs, shadow);
sphere = elm_image_add(test_data->win);
elm_image_file_set(
sphere, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "big-red-ball");
evas_object_move(sphere, WIDTH * 4 / 3, FLOOR_Y - 70);
evas_object_resize(sphere, 70, 70);
evas_object_show(sphere);
test_data->evas_objs = eina_list_append(test_data->evas_objs, sphere);
fall_body = ephysics_body_circle_add(test_data->world);
ephysics_body_mass_set(fall_body, 3.2);
ephysics_body_evas_object_set(fall_body, sphere, EINA_TRUE);
ephysics_body_restitution_set(fall_body, 0.2);
ephysics_body_friction_set(fall_body, 1);
ephysics_body_event_callback_add(fall_body, EPHYSICS_CALLBACK_BODY_UPDATE,
update_object_cb, shadow);
test_data->bodies = eina_list_append(test_data->bodies, fall_body);
test_data->data = ecore_animator_add(_camera_move_cb, test_data);
}
static void
_win_del(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
{
Test_Data *test_data = data;
if (test_data->data)
ecore_animator_del(test_data->data);
test_data_del(test_data);
ephysics_shutdown();
}
static void
_restart(void *data, Evas_Object *obj __UNUSED__, const char *emission __UNUSED__, const char *source __UNUSED__)
{
Test_Data *test_data = data;
EPhysics_Camera *camera;
DBG("Restart pressed");
if (test_data->data)
ecore_animator_del(test_data->data);
camera = ephysics_world_camera_get(test_data->world);
ephysics_camera_position_set(camera, 50, 40);
test_clean(test_data);
_world_populate(test_data);
}
void
test_camera(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
{
EPhysics_Body *boundary;
EPhysics_World *world;
Test_Data *test_data;
if (!ephysics_init())
return;
test_data = test_data_new();
test_win_add(test_data, "Camera", EINA_FALSE);
evas_object_smart_callback_add(test_data->win, "delete,request",
_win_del, test_data);
elm_layout_signal_callback_add(test_data->layout, "restart", "test-theme",
_restart, test_data);
world = ephysics_world_new();
ephysics_world_render_geometry_set(world, 50, 40, WIDTH - 100, FLOOR_Y - 40);
test_data->world = world;
boundary = ephysics_body_box_add(test_data->world);
ephysics_body_mass_set(boundary, 0);
ephysics_body_geometry_set(boundary, 0, FLOOR_Y, WIDTH * 2, 10);
ephysics_body_restitution_set(boundary, 0.65);
ephysics_body_friction_set(boundary, 4);
_world_populate(test_data);
}

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@ -133,7 +133,7 @@ EAPI int ephysics_shutdown(void);
* Its position can be set with @ref ephysics_camera_position_set() and zoom
* in / zoom out can be done with @ref ephysics_camera_zoom_set().
*
* @note WIP: IT'S NOT WORKING YET!!
* @note WIP: ZOOM API ISN'T WORKING YET!!
*/
typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
@ -147,10 +147,16 @@ typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoo
*
* By default a camera is created to map the first quadrant of physics
* world from the point (0, 0) to
* (canvas width / world rate, canvas height / world rate).
* (render area width / world rate, render area height / world rate).
*
* It can be modified passing another top-left point position, so another
* region of the physics world will be rendered on the canvas.
* When render area is set with @ref ephysics_world_render_geometry_set(),
* the camera geometry is updated to match it. So, for most cases, camera
* won't need to be handled by the user.
*
* But it can be modified passing another top-left point position, so another
* region of the physics world will be rendered on the render area.
* So if you have a scene larger than the render area, camera handling can
* be very useful.
*
* @note This change will be noticed on the next physics tick, so evas objects
* will be updated taking the camera's new position in account.
@ -165,7 +171,7 @@ typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoo
*
* @ingroup EPhysics_Camera
*/
EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y);
EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, Evas_Coord x, Evas_Coord y);
/**
* @brief
@ -179,7 +185,7 @@ EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, double x, double
*
* @ingroup EPhysics_Camera
*/
EAPI void ephysics_camera_position_get(const EPhysics_Camera *camera, double *x, double *y);
EAPI void ephysics_camera_position_get(const EPhysics_Camera *camera, Evas_Coord *x, Evas_Coord *y);
/**
* @brief

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@ -247,8 +247,9 @@ _ephysics_body_geometry_set(EPhysics_Body *body, Evas_Coord x, Evas_Coord y, Eva
static void
_ephysics_body_evas_object_default_update(EPhysics_Body *body)
{
int x, y, w, h, wx, wy, wh, cx, cy;
EPhysics_Camera *camera;
btTransform trans;
int wy, height, x, y, w, h;
double rate, rot;
Evas_Map *map;
@ -256,13 +257,17 @@ _ephysics_body_evas_object_default_update(EPhysics_Body *body)
return;
body->rigid_body->getMotionState()->getWorldTransform(trans);
ephysics_world_render_geometry_get(body->world, NULL, &wy, NULL, &height);
height += wy;
ephysics_world_render_geometry_get(body->world, &wx, &wy, NULL, &wh);
camera = ephysics_world_camera_get(body->world);
ephysics_camera_position_get(camera, &cx, &cy);
cx -= wx;
cy -= wy;
evas_object_geometry_get(body->evas_obj, NULL, NULL, &w, &h);
rate = ephysics_world_rate_get(body->world);
x = (int) (trans.getOrigin().getX() * rate) - w / 2;
y = height - (int) (trans.getOrigin().getY() * rate) - h / 2;
x = (int) (trans.getOrigin().getX() * rate) - w / 2 - cx;
y = wh + wy - (int) (trans.getOrigin().getY() * rate) - h / 2 - cy;
evas_object_move(body->evas_obj, x, y);

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@ -12,7 +12,8 @@ extern "C" {
struct _EPhysics_Camera {
EPhysics_World *world;
double x, y, zoom;
double zoom;
int x, y;
};
EPhysics_Camera *
@ -47,7 +48,7 @@ ephysics_camera_del(EPhysics_Camera *camera)
}
EAPI void
ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y)
ephysics_camera_position_set(EPhysics_Camera *camera, Evas_Coord x, Evas_Coord y)
{
if (!camera)
{
@ -60,7 +61,7 @@ ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y)
}
EAPI void
ephysics_camera_position_get(const EPhysics_Camera *camera, double *x, double *y)
ephysics_camera_position_get(const EPhysics_Camera *camera, Evas_Coord *x, Evas_Coord *y)
{
if (!camera)
{

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@ -762,6 +762,7 @@ ephysics_world_render_geometry_set(EPhysics_World *world, Evas_Coord x, Evas_Coo
world->h = h;
ephysics_body_world_boundaries_resize(world);
ephysics_camera_position_set(world->camera, x, y);
}
EAPI void