evas: make Evas 3d mesh is inherited from Efl.File (functions file_set and save)
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0a2e9903e9
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5aecd48ac7
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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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@ -227,7 +227,7 @@ main(void)
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set("sonic.md2", NULL),
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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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@ -151,7 +151,7 @@ main(void)
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set("sonic.md2", NULL),
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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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@ -168,11 +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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eo_do(mesh,
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evas_3d_mesh_save("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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evas_3d_mesh_file_set("saved_Sonic_EET.eet", NULL),
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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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@ -525,7 +525,7 @@ _mesh_setup_model(Scene_Data *data)
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evas_3d_material_shininess_set(100.0));
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eo_do(data->mesh_model,
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evas_3d_mesh_file_set("eagle.md2", NULL),
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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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@ -120,7 +120,7 @@ main(void)
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set("sonic.md2", NULL),
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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`
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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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@ -134,7 +134,7 @@ main(void)
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set("man_mesh.obj", NULL),
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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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eo_do(mesh, evas_3d_mesh_save("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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@ -189,18 +189,20 @@ main(void)
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mesh[i] = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(mesh[i],
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evas_3d_mesh_file_set(path_file[i % 8], NULL),
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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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eo_do(mesh[i], evas_3d_mesh_save(buffer, 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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eo_do(mesh[i],
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evas_3d_mesh_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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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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mesh_node[i] = eo_add(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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@ -234,7 +236,7 @@ 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_animator_frametime_set(0.01);
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ecore_animator_frametime_set(0.03);
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for (i = 0; i < NUMBER_OF_MESHES; i++)
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anim = ecore_animator_add(_animate_scene, mesh_node[i]);
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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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@ -219,7 +219,7 @@ main(void)
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material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(mesh,
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evas_3d_mesh_file_set("sonic.md2", NULL),
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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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@ -840,8 +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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eo_do(data->mesh_eagle,
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evas_3d_mesh_file_set("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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@ -1294,8 +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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eo_do(data->mesh_level[index],
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evas_3d_mesh_file_set("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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@ -1328,8 +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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eo_do(data->mesh_snake,
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evas_3d_mesh_file_set("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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