forked from enlightenment/efl
evas/evas3d: removed export of evas_3d_node_add() and apply eo to examples.
but still i don't like eo apis used in app side (if it's only way) we should export legacy apis for convenience. lets decide this policy later.
This commit is contained in:
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5faa53d27f
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5a1c7f6d9b
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@ -130,10 +130,9 @@ _camera_setup(Scene_Data *data)
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eo_do(data->camera,
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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// data->camera_node =
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data->camera_node =
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// eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_CAMERA);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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@ -151,8 +150,9 @@ _light_setup(Scene_Data *data)
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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// data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_LIGHT);
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data->light_node =
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data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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@ -199,7 +199,9 @@ _mesh_setup(Scene_Data *data)
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evas_3d_mesh_frame_material_set(0, data->material));
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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data->mesh_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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}
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}
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@ -212,8 +214,9 @@ _scene_setup(Scene_Data *data)
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evas_3d_scene_size_set(WIDTH, HEIGHT);
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evas_3d_scene_size_set(WIDTH, HEIGHT);
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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// data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_NODE);
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data->root_node =
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data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_camera_setup(data);
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_light_setup(data);
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_light_setup(data);
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@ -159,9 +159,9 @@ _camera_setup(Scene_Data *data)
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eo_do(data->camera,
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
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// data->camera_node =
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data->camera_node =
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// eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_CAMERA);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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@ -180,8 +180,9 @@ _light_setup(Scene_Data *data)
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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// data->light_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_LIGHT);
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data->light_node =
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data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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@ -264,7 +265,9 @@ _mesh_setup(Scene_Data *data)
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evas_3d_mesh_frame_add(20),
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evas_3d_mesh_frame_add(20),
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evas_3d_mesh_frame_material_set(20, data->material1));
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evas_3d_mesh_frame_material_set(20, data->material1));
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data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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data->mesh_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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}
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}
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@ -277,8 +280,9 @@ _scene_setup(Scene_Data *data)
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evas_3d_scene_size_set(WIDTH, HEIGHT),
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evas_3d_scene_size_set(WIDTH, HEIGHT),
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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// data->root_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_NODE);
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data->root_node =
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data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_camera_setup(data);
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_light_setup(data);
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_light_setup(data);
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@ -78,17 +78,17 @@ main(void)
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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/* Add the root node for the scene. */
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/* Add the root node for the scene. */
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// root_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_NODE);
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root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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/* Add the camera. */
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/* Add the camera. */
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(camera,
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eo_do(camera,
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0));
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evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0));
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// camera_node =
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camera_node =
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// eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_CAMERA);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(camera_node,
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eo_do(camera_node,
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evas_3d_node_camera_set(camera));
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evas_3d_node_camera_set(camera));
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eo_do(root_node,
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eo_do(root_node,
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@ -105,8 +105,9 @@ main(void)
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_directional_set(EINA_TRUE));
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evas_3d_light_directional_set(EINA_TRUE));
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// light_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_LIGHT);
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light_node =
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light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(light_node,
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eo_do(light_node,
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evas_3d_node_light_set(light),
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evas_3d_node_light_set(light),
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evas_3d_node_position_set(1000.0, 0.0, 1000.0),
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evas_3d_node_position_set(1000.0, 0.0, 1000.0),
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@ -145,8 +146,8 @@ main(void)
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1.0, 1.0, 1.0, 1.0),
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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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evas_3d_material_shininess_set(50.0));
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// data->mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, EVAS_3D_NODE_TYPE_MESH);
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mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(root_node,
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eo_do(root_node,
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evas_3d_node_member_add(mesh_node));
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evas_3d_node_member_add(mesh_node));
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eo_do(mesh_node,
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eo_do(mesh_node,
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@ -316,13 +316,16 @@ main(void)
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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/* Add the root node for the scene. */
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/* Add the root node for the scene. */
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root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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/* Add the camera. */
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/* Add the camera. */
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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eo_do(camera, evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 100.0));
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eo_do(camera, evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 100.0));
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camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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camera_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(camera_node,
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eo_do(camera_node,
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evas_3d_node_camera_set(camera),
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evas_3d_node_camera_set(camera),
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evas_3d_node_position_set(0.0, 0.0, 5.0),
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evas_3d_node_position_set(0.0, 0.0, 5.0),
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@ -370,7 +373,9 @@ main(void)
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
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evas_3d_material_shininess_set(50.0));
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evas_3d_material_shininess_set(50.0));
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mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(root_node, evas_3d_node_member_add(mesh_node));
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eo_do(root_node, evas_3d_node_member_add(mesh_node));
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eo_do(mesh_node, evas_3d_node_mesh_add(mesh));
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eo_do(mesh_node, evas_3d_node_mesh_add(mesh));
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eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
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eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
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@ -154,7 +154,9 @@ _camera_setup(Scene_Data *data)
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eo_do(data->camera,
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(30.0, 1.0, 2.0, 50.0));
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evas_3d_camera_projection_perspective_set(30.0, 1.0, 2.0, 50.0));
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data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA);
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data->camera_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT);
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data->light_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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@ -228,7 +232,10 @@ _mesh_setup(Scene_Data *data)
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evas_3d_mesh_frame_material_set(0, data->material));
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH);
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data->mesh_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
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}
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}
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@ -241,7 +248,9 @@ _scene_setup(Scene_Data *data)
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evas_3d_scene_size_set(WIDTH, HEIGHT),
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evas_3d_scene_size_set(WIDTH, HEIGHT),
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE);
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data->root_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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_camera_setup(data);
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_camera_setup(data);
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_light_setup(data);
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_light_setup(data);
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@ -222,9 +222,6 @@ EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_POST;
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#include "canvas/evas_3d_mesh.eo.h"
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#include "canvas/evas_3d_mesh.eo.h"
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// Manually added at it is not generated by Eolian and not a legacy function either.
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EAPI Evas_3D_Node *evas_3d_node_add(Evas *e, Evas_3D_Node_Type type);
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#include "canvas/evas_3d_node.eo.h"
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#include "canvas/evas_3d_node.eo.h"
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#include "canvas/evas_3d_scene.eo.h"
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#include "canvas/evas_3d_scene.eo.h"
|
||||||
|
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Loading…
Reference in New Issue