Model_save_load. Step 13. efl_file_set and efl_file_save are used directly.

This commit is contained in:
Bogdan Devichev 2014-12-23 16:08:39 +02:00
parent d347ff43ae
commit 92d7024653
10 changed files with 27 additions and 41 deletions

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@ -3,7 +3,7 @@
* @see _mesh_aabb(Evas_3D_Mesh **mesh_b, const Evas_3D_Node *node);
* Rotate axises (keys 1-4) for model and bounding box view from another angle.
* Compile with "gcc -o evas-3d-aabb evas-3d-aabb.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
* Compile with "gcc -o evas-3d-aabb evas-3d-aabb.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`"
*/
#define EFL_EO_API_SUPPORT
@ -226,8 +226,8 @@ main(void)
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
eo_do(mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));

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@ -9,7 +9,7 @@
* Show it in right side.
*
* @verbatim
* gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags eina evas ecore ecore-evas eo`
* gcc -o evas-3d-eet evas-3d-eet.c `pkg-config --libs --cflags efl eina evas ecore ecore-evas eo`
* @endverbatim
*/
@ -150,9 +150,8 @@ main(void)
mesh2 = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
eo_do(mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
@ -169,10 +168,10 @@ main(void)
0.50, 0.00, 0.50, 0.30),
evas_3d_material_shininess_set(50.0));
evas_3d_mesh_save(mesh, "saved_Sonic_EET.eet", NULL, NULL);
evas_3d_mesh_file_set(mesh2, "saved_Sonic_EET.eet", NULL);
eo_do(mesh, efl_file_save("saved_Sonic_EET.eet", NULL, NULL));
eo_do(mesh2,
efl_file_set("saved_Sonic_EET.eet", NULL),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,

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@ -5,7 +5,7 @@
* See in terminal output value of z coordinate of far plane of frustum
* and check OBB's points inside frustum.
* @see evas_3d_node_obb_frustum_check.
* Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
* Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`"
*/
#define EFL_EO_API_SUPPORT
@ -174,8 +174,8 @@ _mesh_setup_model(Scene_Data *data)
evas_3d_material_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model),
evas_3d_material_shininess_set(100.0));
evas_3d_mesh_file_set(data->mesh_model, "eagle.md2", NULL);
eo_do(data->mesh_model,
efl_file_set("eagle.md2", NULL),
evas_3d_mesh_frame_material_set(0, data->material_model),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
}

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@ -119,9 +119,8 @@ main(void)
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
eo_do(mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));

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@ -7,7 +7,7 @@
* and geometry to "saved_man.obj".
*
* @verbatim
* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags evas ecore ecore-evas eo`
* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
* @endverbatim
*/
@ -133,8 +133,8 @@ main(void)
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
evas_3d_mesh_file_set(mesh, "man_mesh.obj", NULL);
eo_do(mesh,
efl_file_set("man_mesh.obj", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));
@ -159,7 +159,7 @@ main(void)
1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(50.0));
evas_3d_mesh_save(mesh, "saved_man.obj", NULL);
eo_do(mesh, efl_file_save("saved_man.obj", NULL, NULL));
mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));

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@ -7,7 +7,7 @@
* and geometry to "saved_man_all_with_mods.ply", "saved_man_only_geometry.ply" and "saved_man_without_UVs.ply".
*
* @verbatim
* gcc -o evas-3d-ply evas-3d-ply.c `pkg-config --libs --cflags evas ecore ecore-evas eo`
* gcc -o evas-3d-ply evas-3d-ply.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
* @endverbatim
*/
@ -187,19 +187,19 @@ main(void)
for (i = 0; i < NUMBER_OF_MESHES; i++)
{
mesh[i] = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_mesh_file_set(mesh[i], path_file[i % 8], NULL);
eo_do(mesh[i],
efl_file_set(path_file[i % 8], NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
snprintf(buffer, PATH_MAX, "%s/Saved_%s", folder, file_name[i % 8]);
evas_3d_mesh_save(mesh[i], buffer, NULL, NULL);
eo_do(mesh[i], efl_file_save(buffer, NULL, NULL));
if (i > 15)
{
evas_3d_mesh_file_set(mesh[i], path_file[i % 8], NULL);
eo_do(mesh[i],
efl_file_set(path_file[i % 8], NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(draw_mode[(i % 16) / 8]));
}

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@ -3,7 +3,7 @@
*
* @see evas_3d_scene_shadows_enable_set(Eina_Bool _shadows_enabled)
*
* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
* Compile with "gcc -o evas-3d-shadows evas-3d-shadows.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm"
*/
@ -218,8 +218,8 @@ main(void)
mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
evas_3d_mesh_file_set(mesh, "sonic.md2", NULL);
eo_do(mesh,
efl_file_set("sonic.md2", NULL),
evas_3d_mesh_frame_material_set(0, material),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG));

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@ -8,7 +8,7 @@
* The warrior isn't passable for camera, neither is wall. There is a possibility to go upstairs
* and break down.
*
* 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"
* 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"
*/
#include "evas-3d-shooter-header.h"
@ -840,7 +840,7 @@ _mesh_setup_gun_planet(Scene_Data *data)
/* Setup material and texture for eagle. */
data->mesh_eagle = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_mesh_file_set(data->mesh_eagle, "shooter/eagle.obj", NULL);
eo_do(data->mesh_eagle, efl_file_set("shooter/eagle.obj", NULL));
data->material_eagle = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
@ -1293,7 +1293,7 @@ _mesh_setup_warrior(Scene_Data *data, int index)
{
data->mesh_level[index] = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_mesh_file_set(data->mesh_level[index], "shooter/warrior.md2", NULL);
eo_do(data->mesh_level[index], efl_file_set("shooter/warrior.md2", NULL));
data->material_level = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->mesh_level[index],
@ -1326,7 +1326,7 @@ void
_mesh_setup_snake(Scene_Data *data)
{
data->mesh_snake = eo_add(EVAS_3D_MESH_CLASS, evas);
evas_3d_mesh_file_set(data->mesh_snake, "shooter/snake.md2", NULL);
eo_do(data->mesh_snake, efl_file_set("shooter/snake.md2", NULL));
data->material_snake = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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,
}
}
EAPI void
evas_3d_mesh_file_set(Eo *obj, const char *file, const char *key)
{
eo_do((Eo *) obj, efl_file_set(file, key));
}
EAPI Eina_Bool
evas_3d_mesh_save(const Eo *obj, const char *file, const char *key, const char *flags)
{
return eo_do((Eo *) obj, efl_file_save(file, key, flags));
}
#include "canvas/evas_3d_mesh.eo.c"

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@ -43,13 +43,13 @@
fail_if(mesh == NULL); \
fail_if(mesh2 == NULL); \
snprintf(buffer, PATH_MAX, "%s", ext); \
evas_3d_mesh_file_set(mesh, file->path, NULL); \
evas_3d_mesh_save(mesh, buffer, NULL, NULL); \
evas_3d_mesh_file_set(mesh2, buffer, NULL); \
eo_do(mesh, efl_file_set(file->path, NULL), \
efl_file_save(buffer, NULL, NULL)); \
eo_do(mesh2, efl_file_set(buffer, NULL)); \
res = _compare_meshes(mesh, mesh2); \
fail_if(res == 1); \
eo_do(mesh, evas_3d_mesh_mmap_set(eina_file_open(file->path, 0), NULL)); \
evas_3d_mesh_save(mesh, buffer, NULL, NULL); \
eo_do(mesh, evas_3d_mesh_mmap_set(eina_file_open(file->path, 0), NULL), \
efl_file_save(buffer, NULL, NULL)); \
eo_do(mesh2, evas_3d_mesh_mmap_set(eina_file_open(buffer, 0), NULL)); \
res = _compare_meshes(mesh, mesh2); \
fail_if(res == 1); \