[Evas\evas-3d\example] Add example of cube rotation
Summary: This example shows mechanism of 3d object rotation Reviewers: cedric, Hermet, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D1114
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@ -212,6 +212,11 @@ evas_3d_aabb_SOURCES = evas-3d-aabb.c
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evas_3d_aabb_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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evas_3d_aabb_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_3d_cube_rotate
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evas_3d_cube_rotate_SOURCES = evas-3d-cube-rotate.c
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evas_3d_cube_rotate_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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evas_3d_cube_rotate_CPPFLAGS = $(ECORE_EVAS_COMMON_CPPFLAGS)
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EXTRA_PROGRAMS += evas_3d_obj
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evas_3d_obj_SOURCES = evas-3d-obj.c
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evas_3d_obj_LDADD = $(ECORE_EVAS_COMMON_LDADD) @EFL_PTHREAD_LIBS@
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@ -0,0 +1,372 @@
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/*
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* This example shows how the work of events with callback of the mouse could be useful in node rotation.
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*
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* After clicking the mouse on cube callbacks began to emit autmatically,
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* depending on mouse's position change the cube rotates with a certain
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* speed while mouse is still on the cube, also rotation slows down when
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* leaving the boundaries of the cube, all this goes on while the mouse
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* is pressed. Note, that rotation is taking place around one axis only.
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*
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* Compile with "gcc -o evas-3d-cube-rotate evas-3d-cube-rotate.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include <Evas.h>
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#include <Eo.h>
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#define WIDTH 400
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#define HEIGHT 400
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typedef struct _Scene_Data
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{
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Eo *scene;
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Eo *root_node;
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Eo *camera_node;
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Eo *light_node;
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Eo *mesh_node;
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Eo *camera;
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Eo *light;
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Eo *mesh;
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Eo *material;
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float angle;
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Evas_Coord mouse_old_x;
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int mouse_diff_x;
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int mouse_indicator;
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} Scene_Data;
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Eo *scene = NULL;
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Ecore_Evas *ecore_evas = NULL;
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Evas *evas = NULL;
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Eo *background = NULL;
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Eo *image = NULL;
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static float angle = 0.0f;
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float d_angle = 0.5;
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float diff_angle_x = 1;
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float diff_angle_y = 1;
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int mouse_diff_x = 0;
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int mouse_diff_y = 0;
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int mouse_old_x = 0;
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int mouse_old_y = 0;
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int indicator = 0;
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static const float cube_vertices[] =
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{
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/* Front */
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-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
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/* Back */
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1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Left */
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-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Right */
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Top */
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Bottom */
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1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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};
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static const unsigned short cube_indices[] =
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{
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/* Front */
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0, 1, 2, 2, 1, 3,
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/* Back */
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4, 5, 6, 6, 5, 7,
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/* Left */
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8, 9, 10, 10, 9, 11,
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/* Right */
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12, 13, 14, 14, 13, 15,
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/* Top */
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16, 17, 18, 18, 17, 19,
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/* Bottom */
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20, 21, 22, 22, 21, 23
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};
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static void
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_on_delete(Ecore_Evas *ee EINA_UNUSED)
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{
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ecore_main_loop_quit();
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}
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static void
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_on_canvas_resize(Ecore_Evas *ee)
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{
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int w, h;
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ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
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evas_object_resize(background, w, h);
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evas_object_resize(image, w, h);
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evas_object_move(image, 0, 0);
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}
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static Eina_Bool
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_continue_scene(void *data)
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{
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Scene_Data *d = (Scene_Data *)data;
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if (d->mouse_indicator == 1)
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{
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evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &data);
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}
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return EINA_TRUE;
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}
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static void
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_rotate_x_reload(Evas_3D_Scene *scene, Evas_Event_Mouse_Down *ev, Evas_3D_Node *node, Evas_3D_Mesh *mesh,
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float *angle_diff, Evas_Coord *mouse_coord)
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{
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Evas_3D_Node *n;
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Evas_3D_Mesh *m;
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Evas_Real s, t;
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int mouse_diff;
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eo_do(scene, evas_3d_scene_pick(ev->canvas.x, ev->canvas.y, &n, &m, &s, &t));
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if ((n == node) && (m == mesh))
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{
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mouse_diff = ev->canvas.x - (*mouse_coord);
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*mouse_coord = ev->canvas.x;
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*angle_diff = (mouse_diff)/4;
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}
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else
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{
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if (*angle_diff > 2)
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(*angle_diff)-=1;
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else if (*angle_diff >0)
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(*angle_diff)-=0.25;
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else if(*angle_diff < -2)
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(*angle_diff)+=1;
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else if (*angle_diff <0)
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(*angle_diff)+=0.25;
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}
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}
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static void
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_play_scene(void *data, Evas *evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
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{
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Evas_Event_Mouse_Down *ev = event_info;
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Scene_Data *d = (Scene_Data *)data;
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_rotate_x_reload(scene, ev, d->mesh_node, d->mesh, &d->angle, &d->mouse_old_x);
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/* Run this cycle only once to avoid the callback tree. */
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if (d->mouse_indicator == 0)
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ecore_timer_add(0.016, _continue_scene, data);
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d->mouse_indicator = 1;
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}
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static void
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_stop_scene(void *data, Evas *evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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Scene_Data *d = (Scene_Data *)data;
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d->angle = 0.0;
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d->mouse_indicator = 2;
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}
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static Eina_Bool
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_animate_scene(void *data)
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{
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Scene_Data *scene = (Scene_Data *)data;
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angle += scene->angle;
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eo_do(scene->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 0, 1.0, 0.0));
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return EINA_TRUE;
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}
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static void
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_camera_setup(Scene_Data *data)
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{
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data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
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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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data->camera_node = 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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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(3.0, 3.0, 10.0),
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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));
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eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
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}
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static void
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_light_setup(Scene_Data *data)
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{
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data->light = eo_add(EVAS_3D_LIGHT_CLASS,evas);
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eo_do(data->light,
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evas_3d_light_ambient_set(0.2, 0.2, 0.2, 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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data->light_node = 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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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(5.0, 5.0, 10.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
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}
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static void
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_mesh_setup(Scene_Data *data)
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{
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/* Setup material. */
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data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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eo_do(data->material,
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 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(100.0));
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/* Setup mesh. */
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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(data->mesh,
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evas_3d_mesh_vertex_count_set(24),
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evas_3d_mesh_frame_add(0),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
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12 * sizeof(float), &cube_vertices[ 0]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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12 * sizeof(float), &cube_vertices[ 3]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
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12 * sizeof(float), &cube_vertices[ 6]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
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12 * sizeof(float), &cube_vertices[10]),
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]),
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node,
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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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}
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static void
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_scene_setup(Scene_Data *data)
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{
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scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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data->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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eo_do(scene,
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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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_camera_setup(data);
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_light_setup(data);
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_mesh_setup(data);
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eo_do(scene,
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evas_3d_scene_root_node_set(data->root_node),
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evas_3d_scene_camera_node_set(data->camera_node));
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}
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int
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main(void)
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{
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Scene_Data data;
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if (!ecore_evas_init()) return 0;
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ecore_evas = ecore_evas_new("opengl_x11", 10, 10, WIDTH, HEIGHT, NULL);
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if (!ecore_evas) return 0;
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ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
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ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
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ecore_evas_show(ecore_evas);
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evas = ecore_evas_get(ecore_evas);
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_scene_setup(&data);
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data.angle = 0.5;
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data.mouse_old_x = 0;
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data.mouse_diff_x = 0;
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data.mouse_indicator = 0;
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/* Add a background rectangle objects. */
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background = evas_object_rectangle_add(evas);
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evas_object_color_set(background, 0, 0, 0, 255);
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evas_object_move(background, 0, 0);
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evas_object_resize(background, WIDTH, HEIGHT);
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evas_object_show(background);
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/* Add an image object for 3D scene rendering. */
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image = evas_object_image_filled_add(evas);
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evas_object_image_size_set(image, WIDTH, HEIGHT);
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evas_object_move(image, 0, 0);
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evas_object_resize(image, WIDTH, HEIGHT);
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evas_object_show(image);
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/* Set the image object as render target for 3D scene. */
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eo_do(image,
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evas_obj_image_scene_set(scene));
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evas_object_focus_set(image, EINA_TRUE);
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evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _play_scene, &data);
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evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _stop_scene, &data);
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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;
|
||||
}
|
Loading…
Reference in New Issue