evas: make Evas 3d mesh is inherited from Efl.File (functions file_set and save)

This commit is contained in:
Bogdan Devichev 2014-12-22 16:16:19 +02:00 committed by Cedric BAIL
parent 0a2e9903e9
commit 5aecd48ac7
8 changed files with 27 additions and 29 deletions

View File

@ -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
@ -227,7 +227,7 @@ main(void)
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
evas_3d_mesh_file_set("sonic.md2", NULL),
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
*/
@ -151,7 +151,7 @@ main(void)
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
evas_3d_mesh_file_set("sonic.md2", NULL),
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));
@ -168,11 +168,10 @@ main(void)
0.50, 0.00, 0.50, 0.30),
evas_3d_material_shininess_set(50.0));
eo_do(mesh,
evas_3d_mesh_save("saved_Sonic_EET.eet", NULL));
eo_do(mesh, efl_file_save("saved_Sonic_EET.eet", NULL, NULL));
eo_do(mesh2,
evas_3d_mesh_file_set("saved_Sonic_EET.eet", NULL),
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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@ -525,7 +525,7 @@ _mesh_setup_model(Scene_Data *data)
evas_3d_material_shininess_set(100.0));
eo_do(data->mesh_model,
evas_3d_mesh_file_set("eagle.md2", NULL),
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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@ -120,7 +120,7 @@ main(void)
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
evas_3d_mesh_file_set("sonic.md2", NULL),
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`
* gcc -o evas-3d-obj evas-3d-obj.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo`
* @endverbatim
*/
@ -134,7 +134,7 @@ main(void)
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
evas_3d_mesh_file_set("man_mesh.obj", NULL),
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));
eo_do(mesh, evas_3d_mesh_save("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
*/
@ -189,18 +189,20 @@ main(void)
mesh[i] = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(mesh[i],
evas_3d_mesh_file_set(path_file[i % 8], NULL),
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]);
eo_do(mesh[i], evas_3d_mesh_save(buffer, NULL));
eo_do(mesh[i], efl_file_save(buffer, NULL, NULL));
if (i > 15)
eo_do(mesh[i],
evas_3d_mesh_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]));
{
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]));
}
mesh_node[i] = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
@ -234,7 +236,7 @@ main(void)
/* Set the image object as render target for 3D scene. */
eo_do(image, evas_obj_image_scene_set(scene));
ecore_animator_frametime_set(0.01);
ecore_animator_frametime_set(0.03);
for (i = 0; i < NUMBER_OF_MESHES; i++)
anim = ecore_animator_add(_animate_scene, mesh_node[i]);

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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"
*/
@ -219,7 +219,7 @@ main(void)
material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(mesh,
evas_3d_mesh_file_set("sonic.md2", NULL),
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"
@ -840,8 +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);
eo_do(data->mesh_eagle,
evas_3d_mesh_file_set("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);
@ -1294,8 +1293,7 @@ _mesh_setup_warrior(Scene_Data *data, int index)
{
data->mesh_level[index] = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(data->mesh_level[index],
evas_3d_mesh_file_set("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],
@ -1328,8 +1326,7 @@ void
_mesh_setup_snake(Scene_Data *data)
{
data->mesh_snake = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(data->mesh_snake,
evas_3d_mesh_file_set("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,