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

373 lines
12 KiB
C

/*
* This example shows how the work of events with callback of the mouse could be useful in node rotation.
*
* After clicking the mouse on cube callbacks began to emit autmatically,
* 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.
*
* Compile with "gcc -o evas-3d-cube-rotate evas-3d-cube-rotate.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
*/
#define EFL_EO_API_SUPPORT
#define EFL_BETA_API_SUPPORT
#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 *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;
float diff_angle_x = 1;
float diff_angle_y = 1;
int mouse_diff_x = 0;
int mouse_diff_y = 0;
int mouse_old_x = 0;
int mouse_old_y = 0;
int indicator = 0;
static const float cube_vertices[] =
{
/* Front */
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
/* Back */
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Left */
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Right */
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Top */
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Bottom */
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
};
static const unsigned short cube_indices[] =
{
/* Front */
0, 1, 2, 2, 1, 3,
/* Back */
4, 5, 6, 6, 5, 7,
/* Left */
8, 9, 10, 10, 9, 11,
/* Right */
12, 13, 14, 14, 13, 15,
/* Top */
16, 17, 18, 18, 17, 19,
/* Bottom */
20, 21, 22, 22, 21, 23
};
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_3D_Scene *scene, Evas_Event_Mouse_Down *ev, Evas_3D_Node *node, Evas_3D_Mesh *mesh,
float *angle_diff, Evas_Coord *mouse_coord)
{
Evas_3D_Node *n;
Evas_3D_Mesh *m;
Evas_Real s, t;
int mouse_diff;
eo_do(scene, evas_3d_scene_pick(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 *scene = (Scene_Data *)data;
angle += scene->angle;
eo_do(scene->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 0, 1.0, 0.0));
return EINA_TRUE;
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
eo_do(data->camera,
evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
data->camera_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
eo_do(data->camera_node,
evas_3d_node_camera_set(data->camera),
evas_3d_node_position_set(3.0, 3.0, 10.0),
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(data->root_node, evas_3d_node_member_add(data->camera_node));
}
static void
_light_setup(Scene_Data *data)
{
data->light = eo_add(EVAS_3D_LIGHT_CLASS,evas);
eo_do(data->light,
evas_3d_light_ambient_set(0.2, 0.2, 0.2, 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));
data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
eo_do(data->light_node,
evas_3d_node_light_set(data->light),
evas_3d_node_position_set(5.0, 5.0, 10.0),
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(data->root_node, evas_3d_node_member_add(data->light_node));
}
static void
_mesh_setup(Scene_Data *data)
{
/* Setup material. */
data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
eo_do(data->material,
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_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
evas_3d_material_shininess_set(100.0));
/* Setup mesh. */
data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
eo_do(data->mesh,
evas_3d_mesh_vertex_count_set(24),
evas_3d_mesh_frame_add(0),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
12 * sizeof(float), &cube_vertices[ 0]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
12 * sizeof(float), &cube_vertices[ 3]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
12 * sizeof(float), &cube_vertices[ 6]),
evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
12 * sizeof(float), &cube_vertices[10]),
evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]),
evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
evas_3d_mesh_frame_material_set(0, data->material));
data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
eo_do(data->root_node,
evas_3d_node_member_add(data->mesh_node));
eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
}
static void
_scene_setup(Scene_Data *data)
{
scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas,
evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
eo_do(scene,
evas_3d_scene_size_set(WIDTH, HEIGHT),
evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
_camera_setup(data);
_light_setup(data);
_mesh_setup(data);
eo_do(scene,
evas_3d_scene_root_node_set(data->root_node),
evas_3d_scene_camera_node_set(data->camera_node));
}
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);
_scene_setup(&data);
data.angle = 0.5;
data.mouse_old_x = 0;
data.mouse_diff_x = 0;
data.mouse_indicator = 0;
/* Add a background rectangle objects. */
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 = evas_object_image_filled_add(evas);
evas_object_image_size_set(image, WIDTH, HEIGHT);
evas_object_move(image, 0, 0);
evas_object_resize(image, WIDTH, HEIGHT);
evas_object_show(image);
/* Set the image object as render target for 3D scene. */
eo_do(image,
evas_obj_image_scene_set(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);
evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &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;
}