Model_save_load. Step 11. Better example of _mmap_set and resources for it are added.
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@ -6,10 +6,9 @@
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* Show the results.
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*
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* @verbatim
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* gcc -o evas-3d-mmap-set evas-3d-mmap-set.c `pkg-config --libs --cflags evas ecore ecore-evas eina eo`
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* gcc -o evas-3d-mmap-set evas-3d-mmap-set.c `pkg-config --libs --cflags evas ecore ecore-evas eina eo` -lm
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* @endverbatim
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*/
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//TODO This example will be cool in nearest future
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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@ -19,8 +18,33 @@
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#define WIDTH 400
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#define HEIGHT 400
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#include <math.h>
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#define WIDTH 1000
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#define HEIGHT 1000
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#define LOAD_AND_ADD_MESH(extention, number) \
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extention##_file = eina_file_open("mesh_mmap_set/mesh."#extention, 0); \
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mesh_##extention = eo_add(EVAS_3D_MESH_CLASS, evas); \
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eo_do(mesh_##extention, \
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evas_3d_mesh_mmap_set(extention##_file, 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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node_##extention = eo_add(EVAS_3D_NODE_CLASS, evas, \
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); \
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eo_do(root_node, evas_3d_node_member_add(node_##extention)); \
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eo_do(node_##extention, evas_3d_node_mesh_add(mesh_##extention), \
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evas_3d_node_position_set(initial_node_data[number * 10], \
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initial_node_data[number * 10 + 1], \
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initial_node_data[number * 10 + 2]), \
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evas_3d_node_scale_set(initial_node_data[number * 10 + 3], \
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initial_node_data[number * 10 + 4], \
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initial_node_data[number * 10 + 5]), \
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evas_3d_node_orientation_angle_axis_set(initial_node_data[number * 10 + 6], \
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initial_node_data[number * 10 + 7], \
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initial_node_data[number * 10 + 8], \
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initial_node_data[number * 10 + 9]));\
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ecore_timer_add(0.01, _animate_##extention, node_##extention);
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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@ -32,28 +56,85 @@ Eo *root_node = NULL;
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Eo *camera_node = NULL;
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Eo *light_node = NULL;
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Eo *camera = NULL;
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Eo *mesh_node_obj = NULL;
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Eo *mesh_obj = NULL;
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Eo *mesh_node_ply = NULL;
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Eo *mesh_ply = NULL;
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Eo *mesh_node_eet = NULL;
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Eo *mesh_eet = NULL;
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Eo *mesh_node_md2 = NULL;
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Eo *mesh_md2 = NULL;
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Eo *material = NULL;
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Eo *light = NULL;
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static float angle = 0;
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Eo *node_obj = NULL, *node_ply = NULL, *node_eet = NULL, *node_md2 = NULL;
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Eo *mesh_obj = NULL, *mesh_ply = NULL, *mesh_eet = NULL, *mesh_md2 = NULL;
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static float obj_animation_parameter = 1.0;
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static float ply_animation_parameter = 180.0;
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static float eet_animation_parameter = 0.0;
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static float md2_animation_parameter = 0.0;
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static float obj_animation_velocity = 1.0;
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static float ply_animation_velocity = 1.0;
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static float eet_animation_velocity = 1.0;
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static float md2_animation_velocity = 32.0;
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static const float initial_node_data[] =
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/*position scale rotation*/
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{
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/*obj*/
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3.0, 3.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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/*ply*/
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-3.0, 3.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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/*eet*/
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3.0, -3.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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/*md2*/
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-3.0, -3.0, 0.0, 0.001, 0.001, 0.001, 180.0, 0.0, 1.0, 0.0
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};
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static Eina_Bool
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_animate_scene(void *data)
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_animate_obj(void *data)
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{
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angle += 0.5;
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obj_animation_parameter += obj_animation_velocity;
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float oap = obj_animation_parameter/200;
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eo_do((Evas_3D_Node *)data, evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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eo_do((Evas_3D_Node *)data,
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evas_3d_node_scale_set(oap, oap, pow(obj_animation_parameter, 2) / 2000),
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evas_3d_node_orientation_angle_axis_set(obj_animation_parameter, 0.0, 1.0, 0.0));
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/* Rotate */
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if (angle > 360.0) angle -= 360.0f;
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if (obj_animation_parameter >= 360.0 || obj_animation_parameter <= 0.0)
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obj_animation_velocity *= -1.0;
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return EINA_TRUE;
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}
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static Eina_Bool
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_animate_eet(void *data)
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{
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eet_animation_parameter += eet_animation_velocity;
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eo_do((Evas_3D_Node *)data,
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evas_3d_node_orientation_angle_axis_set(eet_animation_parameter, 1.0, 0.0, 0.0));
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eet_animation_velocity = sin(eet_animation_parameter / 180 * M_PI) + 1.1;
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return EINA_TRUE;
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}
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static Eina_Bool
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_animate_ply(void *data)
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{
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ply_animation_parameter += ply_animation_velocity;
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eo_do((Evas_3D_Node *)data,
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evas_3d_node_orientation_angle_axis_set(ply_animation_parameter, 1.0, 0.0, 0.0));
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if (ply_animation_parameter > 360.0) ply_animation_parameter -= 180.0f;
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return EINA_TRUE;
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}
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static Eina_Bool
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_animate_md2(void *data)
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{
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md2_animation_parameter += md2_animation_velocity;
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eo_do((Evas_3D_Node *)data,
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evas_3d_node_mesh_frame_set(mesh_md2, md2_animation_parameter));
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if (md2_animation_parameter > 256 * 100) md2_animation_parameter = 0;
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return EINA_TRUE;
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}
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@ -77,6 +158,8 @@ _on_canvas_resize(Ecore_Evas *ee)
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int
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main(void)
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{
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Eina_File *obj_file, *ply_file, *eet_file, *md2_file;
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//Unless Evas 3D supports Software renderer, we set gl backened forcely.
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setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
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@ -86,16 +169,6 @@ main(void)
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if (!ecore_evas) return 0;
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Eina_File *obj_file;
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Eina_File *ply_file;
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Eina_File *eet_file;
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Eina_File *md2_file;
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obj_file = eina_file_open("man_mesh.obj", 0);
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ply_file = eina_file_open("ply_files/Normal_UVs_Colors.ply", 0);
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eet_file = eina_file_open("sonic.eet", 0);
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md2_file = eina_file_open("sonic.md2", 0);
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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@ -112,7 +185,7 @@ main(void)
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/* Add the camera. */
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0));
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evas_3d_camera_projection_perspective_set(10.0, 1.0, 1.0, 500.0));
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camera_node =
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eo_add(EVAS_3D_NODE_CLASS, evas,
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@ -122,9 +195,9 @@ main(void)
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eo_do(root_node,
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evas_3d_node_member_add(camera_node));
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eo_do(camera_node,
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evas_3d_node_position_set(100.0, 0.0, 20.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0,
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EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
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evas_3d_node_position_set(0.0, 0.0, 100.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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/* Add the light. */
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light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
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eo_do(light,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(light_node,
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evas_3d_node_light_set(light),
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evas_3d_node_position_set(1000.0, 0.0, 1000.0),
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evas_3d_node_position_set(1.0, 0.0, 100.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(root_node,
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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/* Add the meshes. */
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mesh_obj = eo_add(EVAS_3D_MESH_CLASS, evas);
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mesh_ply = eo_add(EVAS_3D_MESH_CLASS, evas);
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mesh_eet = eo_add(EVAS_3D_MESH_CLASS, evas);
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mesh_md2 = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(mesh_obj,
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evas_3d_mesh_mmap_set(obj_file, 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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eo_do(mesh_ply,
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evas_3d_mesh_mmap_set(ply_file, 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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eo_do(mesh_eet,
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evas_3d_mesh_mmap_set(eet_file, 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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eo_do(mesh_md2,
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evas_3d_mesh_mmap_set(md2_file, 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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eo_do(material,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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@ -180,33 +227,16 @@ main(void)
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT,
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0.01, 0.01, 0.01, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE,
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1.0, 1.0, 1.0, 1.0),
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1.0, 1.0, 0.0, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR,
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1.0, 1.0, 1.0, 1.0),
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0.5, 0.0, 1.0, 1.0),
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evas_3d_material_shininess_set(50.0));
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mesh_node_obj = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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mesh_node_ply = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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mesh_node_eet = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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mesh_node_md2 = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(root_node, evas_3d_node_member_add(mesh_node_obj));
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eo_do(root_node, evas_3d_node_member_add(mesh_node_ply));
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eo_do(root_node, evas_3d_node_member_add(mesh_node_md2));
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eo_do(root_node, evas_3d_node_member_add(mesh_node_eet));
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eo_do(mesh_node_obj, evas_3d_node_mesh_add(mesh_obj),
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evas_3d_node_position_set(0, -30, 0));
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eo_do(mesh_node_ply, evas_3d_node_mesh_add(mesh_ply),
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evas_3d_node_position_set(0, -10, 0));
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eo_do(mesh_node_eet, evas_3d_node_mesh_add(mesh_eet),
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evas_3d_node_position_set(0, 10, 0));
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eo_do(mesh_node_md2, evas_3d_node_mesh_add(mesh_md2),
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evas_3d_node_position_set(0, 30, 0));
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/* Add the meshes */
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LOAD_AND_ADD_MESH(obj, 0);
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LOAD_AND_ADD_MESH(eet, 1);
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LOAD_AND_ADD_MESH(ply, 2);
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LOAD_AND_ADD_MESH(md2, 3);
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/* Set up scene. */
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eo_do(scene,
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@ -217,7 +247,7 @@ main(void)
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/* Add a background rectangle objects. */
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background = eo_add(EVAS_RECTANGLE_CLASS, evas);
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eo_do(background,
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evas_obj_color_set(0, 0, 0, 255),
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evas_obj_color_set(20, 20, 200, 255),
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evas_obj_size_set(WIDTH, HEIGHT),
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evas_obj_visibility_set(EINA_TRUE));
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@ -230,11 +260,6 @@ main(void)
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/* Set the image object as render target for 3D scene. */
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eo_do(image, evas_obj_image_scene_set(scene));
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ecore_timer_add(0.01, _animate_scene, mesh_node_obj);
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ecore_timer_add(0.01, _animate_scene, mesh_node_ply);
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ecore_timer_add(0.01, _animate_scene, mesh_node_eet);
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ecore_timer_add(0.01, _animate_scene, mesh_node_md2);
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/* Enter main loop. */
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ecore_main_loop_begin();
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@ -0,0 +1,11 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material.001
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Ns 90.196078
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Ka 0.000000 0.000000 0.000000
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Kd 0.124158 0.125842 0.000000
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Ks 0.025297 0.000000 1.000000
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Ni 1.000000
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d 1.000000
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illum 2
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