examples/unsorted/evas/evas-3d-cube-rotate.c

286 lines
8.8 KiB
C

/**
* Example of using mouse callback events for node rotation in Evas-3D.
*
* After clicking the mouse on cube callbacks began to emit automatically,
* depending on mouse's position change the cube rotates with a certain
* speed while mouse is still on the cube, also rotation slows down when
* leaving the boundaries of the cube, all this goes on while the mouse
* is pressed. Note, that rotation is taking place around one axis only.
*
* @verbatim
* gcc -o evas-3d-cube-rotate evas-3d-cube-rotate.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm
* @endverbatim
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#else
#define EFL_BETA_API_SUPPORT
#endif
#include <Ecore.h>
#include <Ecore_Evas.h>
#include <Evas.h>
#include <Eo.h>
#define WIDTH 400
#define HEIGHT 400
typedef struct _Scene_Data
{
Eo *scene;
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node;
Eo *camera;
Eo *light;
Eo *cube;
Eo *mesh;
Eo *material;
float angle;
Evas_Coord mouse_old_x;
int mouse_diff_x;
int mouse_indicator;
} Scene_Data;
Eo *scene = NULL;
Ecore_Evas *ecore_evas = NULL;
Evas *evas = NULL;
Eo *background = NULL;
Eo *image = NULL;
static float angle = 0.0f;
float d_angle = 0.5;
static void
_on_delete(Ecore_Evas *ee EINA_UNUSED)
{
ecore_main_loop_quit();
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
evas_object_resize(background, w, h);
evas_object_resize(image, w, h);
evas_object_move(image, 0, 0);
}
static Eina_Bool
_continue_scene(void *data)
{
Scene_Data *d = (Scene_Data *)data;
if (d->mouse_indicator == 1)
{
evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &data);
}
return EINA_TRUE;
}
static void
_rotate_x_reload(Evas_Canvas3D_Scene *eo_scene, Evas_Event_Mouse_Down *ev, Evas_Canvas3D_Node *node, Evas_Canvas3D_Mesh *mesh,
float *angle_diff, Evas_Coord *mouse_coord)
{
Evas_Canvas3D_Node *n = NULL;
Evas_Canvas3D_Mesh *m = NULL;
Evas_Real s, t;
int mouse_diff;
evas_canvas3d_scene_pick(eo_scene, ev->canvas.x, ev->canvas.y, &n, &m, &s, &t);
if ((n == node) && (m == mesh))
{
mouse_diff = ev->canvas.x - (*mouse_coord);
*mouse_coord = ev->canvas.x;
*angle_diff = (mouse_diff)/4;
}
else
{
if (*angle_diff > 2)
(*angle_diff)-=1;
else if (*angle_diff >0)
(*angle_diff)-=0.25;
else if(*angle_diff < -2)
(*angle_diff)+=1;
else if (*angle_diff <0)
(*angle_diff)+=0.25;
}
}
static void
_play_scene(void *data, Evas *_evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
{
Evas_Event_Mouse_Down *ev = event_info;
Scene_Data *d = (Scene_Data *)data;
_rotate_x_reload(scene, ev, d->mesh_node, d->mesh, &d->angle, &d->mouse_old_x);
/* Run this cycle only once to avoid the callback tree. */
if (d->mouse_indicator == 0)
ecore_timer_add(0.016, _continue_scene, data);
d->mouse_indicator = 1;
}
static void
_stop_scene(void *data, Evas *_evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info EINA_UNUSED)
{
Scene_Data *d = (Scene_Data *)data;
d->angle = 0.0;
d->mouse_indicator = 2;
}
static Eina_Bool
_animate_scene(void *data)
{
Scene_Data *sc = (Scene_Data *)data;
angle += sc->angle;
evas_canvas3d_node_orientation_angle_axis_set(sc->mesh_node, angle, 0, 1.0, 0.0);
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0);
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 3.0, 3.0, 10.0);
evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(data->root_node, data->camera_node);
}
static void
_light_setup(Scene_Data *data)
{
data->light = efl_add(EVAS_CANVAS3D_LIGHT_CLASS, evas);
evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 5.0, 5.0, 10.0);
evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0);
evas_canvas3d_node_member_add(data->root_node, data->light_node);
}
static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material, 100.0);
/* Setup primitive */
data->cube = efl_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
/* Setup mesh. */
data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
data->mesh_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh);
}
static void
_scene_setup(Scene_Data *data)
{
scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
evas_canvas3d_scene_background_color_set(scene, 0.0, 0.0, 0.0, 0.0);
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
evas_canvas3d_scene_root_node_set(scene, data->root_node);
evas_canvas3d_scene_camera_node_set(scene, data->camera_node);
data->mouse_old_x = 0;
data->mouse_diff_x = 0;
data->mouse_indicator = 0;
}
int
main(void)
{
Scene_Data data;
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);
memset(&data, 0, sizeof(Scene_Data));
_scene_setup(&data);
/* Add a background rectangle object. */
background = evas_object_rectangle_add(evas);
evas_object_color_set(background, 0, 0, 0, 255);
evas_object_move(background, 0, 0);
evas_object_resize(background, WIDTH, HEIGHT);
evas_object_show(background);
/* Add an image object for 3D scene rendering. */
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_entity_geometry_set(image, EINA_RECT(0, 0, WIDTH, HEIGHT));
evas_object_show(image);
/* Set the image object as render target for 3D scene. */
efl_canvas_scene3d_set(image, scene);
evas_object_focus_set(image, EINA_TRUE);
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _play_scene, &data);
evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _stop_scene, &data);
/* Add animation timer callback. */
ecore_timer_add(0.016, _animate_scene, &data);
/* Enter main loop. */
ecore_main_loop_begin();
ecore_evas_free(ecore_evas);
ecore_evas_shutdown();
return 0;
}