/** * This example shows how to get and draw axis-aligned bounding box. * * @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. * * @verbatim * gcc -o evas-3d-aabb evas-3d-aabb.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include "evas-common.h" #define WIDTH 400 #define HEIGHT 400 static const char *model_path = PACKAGE_EXAMPLES_DIR EVAS_MODEL_FOLDER "/sonic.md2"; static const char *image_path = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/sonic.png"; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; Eo *scene = NULL; Eo *root_node = NULL; Eo *camera_node = NULL; Eo *light_node = NULL; Eo *camera = NULL; Eo *mesh_node = NULL; Eo *mesh_box_node = NULL; Eo *mesh = NULL; Eo *mesh_box = NULL; Eo *material_box = NULL; Eo *material = NULL; Eo *texture = NULL; Eo *light = NULL; static Eina_Bool _mesh_aabb(Evas_3D_Mesh **mesh_b); static Eina_Bool _animate_scene(void *data) { static int frame = 0; eo_do((Evas_3D_Node *)data, evas_3d_node_mesh_frame_set(mesh, frame)); _mesh_aabb(&mesh_box); frame += 32; if (frame > 256 * 50) frame = 0; return EINA_TRUE; } static void _on_delete(Ecore_Evas *ee EINA_UNUSED) { ecore_main_loop_quit(); } static void _on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Evas_Event_Key_Down *ev = event_info; Evas_3D_Node *node = (Evas_3D_Node *)data; switch(atoi(ev->key)) { case 1: { eo_do(node, evas_3d_node_orientation_angle_axis_set(90, 1.0, 0.0, 0.0)); break; } case 2: { eo_do(node, evas_3d_node_orientation_angle_axis_set(90, 0.0, 1.0, 0.0)); break; } case 3: { eo_do(node, evas_3d_node_orientation_angle_axis_set(90, 0.0, 0.0, 1.0)); break; } case 4: { eo_do(node, evas_3d_node_orientation_angle_axis_set(90, 1.0, 1.0, 0.0)); break; } } } static void _on_canvas_resize(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); eo_do(background, evas_obj_size_set(w, h)); eo_do(image, evas_obj_size_set(w, h)); } static Eina_Bool _mesh_aabb(Evas_3D_Mesh **mesh_b) { Evas_Real x0, y0, z0, x1, y1, z1; eo_do(mesh_node, evas_3d_node_bounding_box_get(&x0, &y0, &z0, &x1, &y1, &z1)); float vertices[] = { x0, y0, z1, x0, y1, z1, x1, y1, z1, x1, y0, z1, x0, y0, z0, x1, y0, z0, x0, y1, z0, x1, y1, z0, x0, y0, z0, x0, y1, z0, x0, y0, z1, x0, y1, z1, x1, y0, z0, x1, y1, z0, x1, y1, z1, x1, y0, z1, x0, y1, z0, x1, y1, z0, x0, y1, z1, x1, y1, z1, x0, y0, z0, x1, y0, z0, x1, y0, z1, x0, y0, z1 }; unsigned short indices[] = { 0, 1, 2, 3, 1, 2, 0, 3, 4, 5, 5, 7, 7, 6, 6, 4, 8, 9, 9, 11, 11, 10, 10, 8, 12, 13, 13, 14, 14, 15, 15, 12, 16, 17, 17, 19, 19, 18, 18, 16, 20, 21, 21, 22, 22, 23, 23, 20 }; float *cube_vertices = (float *) malloc(1 * sizeof(vertices)); unsigned short *cube_indices = (unsigned short *) malloc(1 * sizeof(indices)); memcpy(cube_vertices, vertices, sizeof(vertices)); memcpy(cube_indices, indices, sizeof(indices)); eo_do(*mesh_b, evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION, 3 * sizeof(float), &cube_vertices[ 0]), evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 48, &cube_indices[0])); free(cube_vertices); free(cube_indices); return EINA_TRUE; } int main(void) { if (!ecore_evas_init()) return 0; ecore_evas = ecore_evas_new("opengl_x11", 10, 10, WIDTH, HEIGHT, NULL); if (!ecore_evas) return 0; ecore_evas_callback_delete_request_set(ecore_evas, _on_delete); ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize); ecore_evas_show(ecore_evas); evas = ecore_evas_get(ecore_evas); scene = eo_add(EVAS_3D_SCENE_CLASS, evas); root_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); eo_do(camera, evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0)); camera_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA)); eo_do(camera_node, evas_3d_node_camera_set(camera)); eo_do(root_node, evas_3d_node_member_add(camera_node)); eo_do(camera_node, evas_3d_node_position_set(100.0, 50.0, 20.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0)); light = eo_add(EVAS_3D_LIGHT_CLASS, evas); eo_do(light, evas_3d_light_ambient_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_directional_set(EINA_TRUE)); light_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT)); eo_do(light_node, evas_3d_node_light_set(light), evas_3d_node_position_set(1000.0, 0.0, 1000.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0)); eo_do(root_node, evas_3d_node_member_add(light_node)); mesh = eo_add(EVAS_3D_MESH_CLASS, evas); material = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(mesh, efl_file_set(model_path, NULL), evas_3d_mesh_frame_material_set(0, material), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG)); texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(texture, evas_3d_texture_file_set(image_path, NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT)); eo_do(material, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture), evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(50.0)); mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); mesh_box_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); material_box = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(material_box, evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE)); mesh_box = eo_add(EVAS_3D_MESH_CLASS, evas); eo_do(mesh_box, evas_3d_mesh_vertex_count_set(24), evas_3d_mesh_frame_add(0), evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE), evas_3d_mesh_frame_material_set(0, material_box)); _mesh_aabb(&mesh_box); eo_do(root_node, evas_3d_node_member_add(mesh_box_node)); eo_do(mesh_box_node, evas_3d_node_mesh_add(mesh_box)); eo_do(root_node, evas_3d_node_member_add(mesh_node)); eo_do(mesh_node, evas_3d_node_mesh_add(mesh)); eo_do(scene, evas_3d_scene_root_node_set(root_node), evas_3d_scene_camera_node_set(camera_node), evas_3d_scene_size_set(WIDTH, HEIGHT)); background = eo_add(EVAS_RECTANGLE_CLASS, evas); eo_do(background, evas_obj_color_set(0, 0, 0, 255), evas_obj_size_set(WIDTH, HEIGHT), evas_obj_visibility_set(EINA_TRUE)); image = evas_object_image_filled_add(evas); eo_do(image, evas_obj_size_set(WIDTH, HEIGHT), evas_obj_visibility_set(EINA_TRUE)); evas_object_focus_set(image, EINA_TRUE); eo_do(image, evas_obj_image_scene_set(scene)); evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, root_node); ecore_timer_add(0.01, _animate_scene, mesh_node); ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }