Model_save_load. Step 13. efl_file_set and efl_file_save are used directly.
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@ -3,7 +3,7 @@
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* @see _mesh_aabb(Evas_3D_Mesh **mesh_b, const Evas_3D_Node *node);
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* Rotate axises (keys 1-4) for model and bounding box view from another angle.
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* Compile with "gcc -o evas-3d-aabb evas-3d-aabb.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
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* Compile with "gcc -o evas-3d-aabb evas-3d-aabb.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`"
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*/
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#define EFL_EO_API_SUPPORT
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@ -226,8 +226,8 @@ main(void)
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
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eo_do(mesh,
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efl_file_set("sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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@ -9,7 +9,7 @@
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* Show it in right side.
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*
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* @verbatim
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* gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags eina evas ecore ecore-evas eo`
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* gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags efl eina evas ecore ecore-evas eo`
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* @endverbatim
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*/
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@ -150,9 +150,8 @@ main(void)
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mesh2 = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
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eo_do(mesh,
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efl_file_set("sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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@ -169,10 +168,10 @@ main(void)
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0.50, 0.00, 0.50, 0.30),
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evas_3d_material_shininess_set(50.0));
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evas_3d_mesh_save(mesh, "saved_Sonic_EET.eet", NULL, NULL);
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evas_3d_mesh_file_set(mesh2, "saved_Sonic_EET.eet", NULL);
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eo_do(mesh, efl_file_save("saved_Sonic_EET.eet", NULL, NULL));
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eo_do(mesh2,
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efl_file_set("saved_Sonic_EET.eet", NULL),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
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@ -5,7 +5,7 @@
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* See in terminal output value of z coordinate of far plane of frustum
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* and check OBB's points inside frustum.
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* @see evas_3d_node_obb_frustum_check.
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* Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
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* Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`"
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*/
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#define EFL_EO_API_SUPPORT
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@ -174,8 +174,8 @@ _mesh_setup_model(Scene_Data *data)
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evas_3d_material_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model),
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evas_3d_material_shininess_set(100.0));
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evas_3d_mesh_file_set(data->mesh_model, "eagle.md2", NULL);
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eo_do(data->mesh_model,
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efl_file_set("eagle.md2", NULL),
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evas_3d_mesh_frame_material_set(0, data->material_model),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
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}
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@ -119,9 +119,8 @@ main(void)
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
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eo_do(mesh,
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efl_file_set("sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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@ -7,7 +7,7 @@
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* and geometry to "saved_man.obj".
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*
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* @verbatim
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* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags evas ecore ecore-evas eo`
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* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
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* @endverbatim
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*/
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@ -133,8 +133,8 @@ main(void)
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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evas_3d_mesh_file_set(mesh, "man_mesh.obj", NULL);
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eo_do(mesh,
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efl_file_set("man_mesh.obj", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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@ -159,7 +159,7 @@ main(void)
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1.0, 1.0, 1.0, 1.0),
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evas_3d_material_shininess_set(50.0));
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evas_3d_mesh_save(mesh, "saved_man.obj", NULL);
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eo_do(mesh, efl_file_save("saved_man.obj", NULL, NULL));
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mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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@ -7,7 +7,7 @@
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* and geometry to "saved_man_all_with_mods.ply", "saved_man_only_geometry.ply" and "saved_man_without_UVs.ply".
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*
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* @verbatim
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* gcc -o evas-3d-ply evas-3d-ply.c `pkg-config --libs --cflags evas ecore ecore-evas eo`
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* gcc -o evas-3d-ply evas-3d-ply.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
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* @endverbatim
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*/
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@ -187,19 +187,19 @@ main(void)
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for (i = 0; i < NUMBER_OF_MESHES; i++)
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{
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mesh[i] = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_mesh_file_set(mesh[i], path_file[i % 8], NULL);
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eo_do(mesh[i],
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efl_file_set(path_file[i % 8], NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
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snprintf(buffer, PATH_MAX, "%s/Saved_%s", folder, file_name[i % 8]);
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evas_3d_mesh_save(mesh[i], buffer, NULL, NULL);
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eo_do(mesh[i], efl_file_save(buffer, NULL, NULL));
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if (i > 15)
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{
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evas_3d_mesh_file_set(mesh[i], path_file[i % 8], NULL);
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eo_do(mesh[i],
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efl_file_set(path_file[i % 8], NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
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}
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@ -3,7 +3,7 @@
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*
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* @see evas_3d_scene_shadows_enable_set(Eina_Bool _shadows_enabled)
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*
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* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
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* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
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*/
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@ -218,8 +218,8 @@ main(void)
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mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
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eo_do(mesh,
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efl_file_set("sonic.md2", NULL),
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evas_3d_mesh_frame_material_set(0, material),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
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@ -8,7 +8,7 @@
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* The warrior isn't passable for camera, neither is wall. There is a possibility to go upstairs
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* and break down.
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*
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* Compile with "gcc -g evas-3d-shooter.c evas-3d-shooter-header.c -o evas-3d-shooter `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
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* Compile with "gcc -g evas-3d-shooter.c evas-3d-shooter-header.c -o evas-3d-shooter `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
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*/
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#include "evas-3d-shooter-header.h"
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@ -840,7 +840,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
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/* Setup material and texture for eagle. */
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data->mesh_eagle = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_mesh_file_set(data->mesh_eagle, "shooter/eagle.obj", NULL);
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eo_do(data->mesh_eagle, efl_file_set("shooter/eagle.obj", NULL));
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data->material_eagle = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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@ -1293,7 +1293,7 @@ _mesh_setup_warrior(Scene_Data *data, int index)
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{
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data->mesh_level[index] = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_mesh_file_set(data->mesh_level[index], "shooter/warrior.md2", NULL);
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eo_do(data->mesh_level[index], efl_file_set("shooter/warrior.md2", NULL));
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data->material_level = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(data->mesh_level[index],
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@ -1326,7 +1326,7 @@ void
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_mesh_setup_snake(Scene_Data *data)
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{
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data->mesh_snake = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_mesh_file_set(data->mesh_snake, "shooter/snake.md2", NULL);
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eo_do(data->mesh_snake, efl_file_set("shooter/snake.md2", NULL));
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data->material_snake = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(data->mesh_snake,
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@ -931,16 +931,4 @@ evas_3d_mesh_interpolate_vertex_buffer_get(Evas_3D_Mesh *mesh, int frame,
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}
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}
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EAPI void
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evas_3d_mesh_file_set(Eo *obj, const char *file, const char *key)
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{
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eo_do((Eo *) obj, efl_file_set(file, key));
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}
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EAPI Eina_Bool
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evas_3d_mesh_save(const Eo *obj, const char *file, const char *key, const char *flags)
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{
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return eo_do((Eo *) obj, efl_file_save(file, key, flags));
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}
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#include "canvas/evas_3d_mesh.eo.c"
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@ -43,13 +43,13 @@
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fail_if(mesh == NULL); \
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fail_if(mesh2 == NULL); \
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snprintf(buffer, PATH_MAX, "%s", ext); \
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evas_3d_mesh_file_set(mesh, file->path, NULL); \
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evas_3d_mesh_save(mesh, buffer, NULL, NULL); \
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evas_3d_mesh_file_set(mesh2, buffer, NULL); \
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eo_do(mesh, efl_file_set(file->path, NULL), \
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efl_file_save(buffer, NULL, NULL)); \
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eo_do(mesh2, efl_file_set(buffer, NULL)); \
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res = _compare_meshes(mesh, mesh2); \
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fail_if(res == 1); \
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eo_do(mesh, evas_3d_mesh_mmap_set(eina_file_open(file->path, 0), NULL)); \
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evas_3d_mesh_save(mesh, buffer, NULL, NULL); \
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eo_do(mesh, evas_3d_mesh_mmap_set(eina_file_open(file->path, 0), NULL), \
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efl_file_save(buffer, NULL, NULL)); \
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eo_do(mesh2, evas_3d_mesh_mmap_set(eina_file_open(buffer, 0), NULL)); \
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res = _compare_meshes(mesh, mesh2); \
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fail_if(res == 1); \
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