EPhysics: implement camera position handling
Now it's possibly to keep default updates of evas objects and has scenes larger than render areas. SVN revision: 74502
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@ -18,6 +18,7 @@ ephysics_test_SOURCES = \
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test.c \
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test.c \
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test_bouncing_ball.c \
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test_bouncing_ball.c \
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test_bouncing_text.c \
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test_bouncing_text.c \
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test_camera.c \
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test_colliding_balls.c \
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test_colliding_balls.c \
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test_collision_detection.c \
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test_collision_detection.c \
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test_collision_speed.c \
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test_collision_speed.c \
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@ -11,6 +11,7 @@ int _ephysics_test_log_dom = -1;
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/* examples prototypes */
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/* examples prototypes */
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void test_bouncing_ball(void *data, Evas_Object *obj, void *event_info);
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void test_bouncing_ball(void *data, Evas_Object *obj, void *event_info);
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void test_bouncing_text(void *data, Evas_Object *obj, void *event_info);
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void test_bouncing_text(void *data, Evas_Object *obj, void *event_info);
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void test_camera(void *data, Evas_Object *obj, void *event_info);
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void test_colliding_balls(void *data, Evas_Object *obj, void *event_info);
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void test_colliding_balls(void *data, Evas_Object *obj, void *event_info);
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void test_collision(void *data, Evas_Object *obj, void *event_info);
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void test_collision(void *data, Evas_Object *obj, void *event_info);
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void test_collision_speed(void *data, Evas_Object *obj, void *event_info);
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void test_collision_speed(void *data, Evas_Object *obj, void *event_info);
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@ -151,6 +152,7 @@ _main_win_add(char *autorun __UNUSED__, Eina_Bool test_win_only __UNUSED__)
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ADD_TEST("BOUNCING BALL", test_bouncing_ball);
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ADD_TEST("BOUNCING BALL", test_bouncing_ball);
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ADD_TEST("BOUNCING TEXT", test_bouncing_text);
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ADD_TEST("BOUNCING TEXT", test_bouncing_text);
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ADD_TEST("CAMERA", test_camera);
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ADD_TEST("COLLIDING BALLS", test_colliding_balls);
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ADD_TEST("COLLIDING BALLS", test_colliding_balls);
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ADD_TEST("COLLISION DETECTION", test_collision);
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ADD_TEST("COLLISION DETECTION", test_collision);
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ADD_TEST("COLLISION HIGH SPEED", test_collision_speed);
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ADD_TEST("COLLISION HIGH SPEED", test_collision_speed);
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@ -0,0 +1,147 @@
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "ephysics_test.h"
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static Eina_Bool
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_camera_move_cb(void *data)
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{
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Test_Data *test_data = data;
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EPhysics_Camera *camera;
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int x, y, w;
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ephysics_world_render_geometry_get(test_data->world, NULL, NULL, &w, NULL);
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camera = ephysics_world_camera_get(test_data->world);
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ephysics_camera_position_get(camera, &x, &y);
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if (x + w > WIDTH * 2)
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{
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test_data->data = NULL;
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return EINA_FALSE;
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}
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ephysics_camera_position_set(camera, x + 2, y);
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return EINA_TRUE;
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}
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static void
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_world_populate(Test_Data *test_data)
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{
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Evas_Object *sphere, *shadow;
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EPhysics_Body *fall_body;
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shadow = elm_layout_add(test_data->win);
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elm_layout_file_set(
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shadow, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "shadow-ball");
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evas_object_move(shadow, WIDTH / 3, FLOOR_Y);
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evas_object_resize(shadow, 70, 3);
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evas_object_show(shadow);
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test_data->evas_objs = eina_list_append(test_data->evas_objs, shadow);
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sphere = elm_image_add(test_data->win);
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elm_image_file_set(
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sphere, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "big-blue-ball");
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evas_object_move(sphere, WIDTH / 3, FLOOR_Y - 70);
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evas_object_resize(sphere, 70, 70);
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evas_object_show(sphere);
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test_data->evas_objs = eina_list_append(test_data->evas_objs, sphere);
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fall_body = ephysics_body_circle_add(test_data->world);
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ephysics_body_evas_object_set(fall_body, sphere, EINA_TRUE);
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ephysics_body_restitution_set(fall_body, 0.2);
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ephysics_body_friction_set(fall_body, 0.5);
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ephysics_body_event_callback_add(fall_body, EPHYSICS_CALLBACK_BODY_UPDATE,
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update_object_cb, shadow);
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test_data->bodies = eina_list_append(test_data->bodies, fall_body);
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ephysics_body_central_impulse_apply(fall_body, 10, 0);
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shadow = elm_layout_add(test_data->win);
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elm_layout_file_set(
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shadow, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "shadow-ball");
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evas_object_move(shadow, WIDTH * 4 / 3, FLOOR_Y);
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evas_object_resize(shadow, 70, 3);
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evas_object_show(shadow);
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test_data->evas_objs = eina_list_append(test_data->evas_objs, shadow);
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sphere = elm_image_add(test_data->win);
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elm_image_file_set(
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sphere, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "big-red-ball");
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evas_object_move(sphere, WIDTH * 4 / 3, FLOOR_Y - 70);
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evas_object_resize(sphere, 70, 70);
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evas_object_show(sphere);
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test_data->evas_objs = eina_list_append(test_data->evas_objs, sphere);
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fall_body = ephysics_body_circle_add(test_data->world);
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ephysics_body_mass_set(fall_body, 3.2);
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ephysics_body_evas_object_set(fall_body, sphere, EINA_TRUE);
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ephysics_body_restitution_set(fall_body, 0.2);
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ephysics_body_friction_set(fall_body, 1);
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ephysics_body_event_callback_add(fall_body, EPHYSICS_CALLBACK_BODY_UPDATE,
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update_object_cb, shadow);
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test_data->bodies = eina_list_append(test_data->bodies, fall_body);
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test_data->data = ecore_animator_add(_camera_move_cb, test_data);
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}
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static void
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_win_del(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
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{
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Test_Data *test_data = data;
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if (test_data->data)
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ecore_animator_del(test_data->data);
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test_data_del(test_data);
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ephysics_shutdown();
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}
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static void
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_restart(void *data, Evas_Object *obj __UNUSED__, const char *emission __UNUSED__, const char *source __UNUSED__)
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{
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Test_Data *test_data = data;
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EPhysics_Camera *camera;
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DBG("Restart pressed");
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if (test_data->data)
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ecore_animator_del(test_data->data);
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camera = ephysics_world_camera_get(test_data->world);
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ephysics_camera_position_set(camera, 50, 40);
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test_clean(test_data);
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_world_populate(test_data);
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}
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void
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test_camera(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
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{
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EPhysics_Body *boundary;
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EPhysics_World *world;
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Test_Data *test_data;
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if (!ephysics_init())
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return;
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test_data = test_data_new();
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test_win_add(test_data, "Camera", EINA_FALSE);
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evas_object_smart_callback_add(test_data->win, "delete,request",
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_win_del, test_data);
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elm_layout_signal_callback_add(test_data->layout, "restart", "test-theme",
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_restart, test_data);
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world = ephysics_world_new();
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ephysics_world_render_geometry_set(world, 50, 40, WIDTH - 100, FLOOR_Y - 40);
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test_data->world = world;
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boundary = ephysics_body_box_add(test_data->world);
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ephysics_body_mass_set(boundary, 0);
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ephysics_body_geometry_set(boundary, 0, FLOOR_Y, WIDTH * 2, 10);
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ephysics_body_restitution_set(boundary, 0.65);
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ephysics_body_friction_set(boundary, 4);
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_world_populate(test_data);
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}
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@ -133,7 +133,7 @@ EAPI int ephysics_shutdown(void);
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* Its position can be set with @ref ephysics_camera_position_set() and zoom
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* Its position can be set with @ref ephysics_camera_position_set() and zoom
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* in / zoom out can be done with @ref ephysics_camera_zoom_set().
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* in / zoom out can be done with @ref ephysics_camera_zoom_set().
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*
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*
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* @note WIP: IT'S NOT WORKING YET!!
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* @note WIP: ZOOM API ISN'T WORKING YET!!
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*/
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*/
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
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typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
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@ -147,10 +147,16 @@ typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoo
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*
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*
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* By default a camera is created to map the first quadrant of physics
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* By default a camera is created to map the first quadrant of physics
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* world from the point (0, 0) to
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* world from the point (0, 0) to
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* (canvas width / world rate, canvas height / world rate).
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* (render area width / world rate, render area height / world rate).
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*
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*
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* It can be modified passing another top-left point position, so another
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* When render area is set with @ref ephysics_world_render_geometry_set(),
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* region of the physics world will be rendered on the canvas.
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* the camera geometry is updated to match it. So, for most cases, camera
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* won't need to be handled by the user.
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*
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* But it can be modified passing another top-left point position, so another
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* region of the physics world will be rendered on the render area.
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* So if you have a scene larger than the render area, camera handling can
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* be very useful.
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*
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*
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* @note This change will be noticed on the next physics tick, so evas objects
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* @note This change will be noticed on the next physics tick, so evas objects
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* will be updated taking the camera's new position in account.
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* will be updated taking the camera's new position in account.
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@ -165,7 +171,7 @@ typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoo
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*
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*
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* @ingroup EPhysics_Camera
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* @ingroup EPhysics_Camera
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*/
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*/
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EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y);
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EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, Evas_Coord x, Evas_Coord y);
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/**
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/**
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* @brief
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* @brief
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@ -179,7 +185,7 @@ EAPI void ephysics_camera_position_set(EPhysics_Camera *camera, double x, double
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*
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*
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* @ingroup EPhysics_Camera
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* @ingroup EPhysics_Camera
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*/
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*/
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EAPI void ephysics_camera_position_get(const EPhysics_Camera *camera, double *x, double *y);
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EAPI void ephysics_camera_position_get(const EPhysics_Camera *camera, Evas_Coord *x, Evas_Coord *y);
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/**
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/**
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* @brief
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* @brief
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@ -247,8 +247,9 @@ _ephysics_body_geometry_set(EPhysics_Body *body, Evas_Coord x, Evas_Coord y, Eva
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static void
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static void
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_ephysics_body_evas_object_default_update(EPhysics_Body *body)
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_ephysics_body_evas_object_default_update(EPhysics_Body *body)
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{
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{
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int x, y, w, h, wx, wy, wh, cx, cy;
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EPhysics_Camera *camera;
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btTransform trans;
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btTransform trans;
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int wy, height, x, y, w, h;
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double rate, rot;
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double rate, rot;
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Evas_Map *map;
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Evas_Map *map;
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@ -256,13 +257,17 @@ _ephysics_body_evas_object_default_update(EPhysics_Body *body)
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return;
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return;
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body->rigid_body->getMotionState()->getWorldTransform(trans);
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body->rigid_body->getMotionState()->getWorldTransform(trans);
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ephysics_world_render_geometry_get(body->world, NULL, &wy, NULL, &height);
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ephysics_world_render_geometry_get(body->world, &wx, &wy, NULL, &wh);
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height += wy;
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camera = ephysics_world_camera_get(body->world);
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ephysics_camera_position_get(camera, &cx, &cy);
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cx -= wx;
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cy -= wy;
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evas_object_geometry_get(body->evas_obj, NULL, NULL, &w, &h);
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evas_object_geometry_get(body->evas_obj, NULL, NULL, &w, &h);
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rate = ephysics_world_rate_get(body->world);
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rate = ephysics_world_rate_get(body->world);
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x = (int) (trans.getOrigin().getX() * rate) - w / 2;
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x = (int) (trans.getOrigin().getX() * rate) - w / 2 - cx;
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y = height - (int) (trans.getOrigin().getY() * rate) - h / 2;
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y = wh + wy - (int) (trans.getOrigin().getY() * rate) - h / 2 - cy;
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evas_object_move(body->evas_obj, x, y);
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evas_object_move(body->evas_obj, x, y);
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@ -12,7 +12,8 @@ extern "C" {
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struct _EPhysics_Camera {
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struct _EPhysics_Camera {
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EPhysics_World *world;
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EPhysics_World *world;
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double x, y, zoom;
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double zoom;
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int x, y;
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};
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};
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EPhysics_Camera *
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EPhysics_Camera *
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@ -47,7 +48,7 @@ ephysics_camera_del(EPhysics_Camera *camera)
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}
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}
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EAPI void
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EAPI void
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ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y)
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ephysics_camera_position_set(EPhysics_Camera *camera, Evas_Coord x, Evas_Coord y)
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{
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{
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if (!camera)
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if (!camera)
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{
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{
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@ -60,7 +61,7 @@ ephysics_camera_position_set(EPhysics_Camera *camera, double x, double y)
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}
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}
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EAPI void
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EAPI void
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ephysics_camera_position_get(const EPhysics_Camera *camera, double *x, double *y)
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ephysics_camera_position_get(const EPhysics_Camera *camera, Evas_Coord *x, Evas_Coord *y)
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{
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{
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if (!camera)
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if (!camera)
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{
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{
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@ -762,6 +762,7 @@ ephysics_world_render_geometry_set(EPhysics_World *world, Evas_Coord x, Evas_Coo
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world->h = h;
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world->h = h;
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ephysics_body_world_boundaries_resize(world);
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ephysics_body_world_boundaries_resize(world);
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ephysics_camera_position_set(world->camera, x, y);
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}
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}
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EAPI void
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EAPI void
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