/** * 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. * * @verbatim * gcc -o evas-3d-cube-rotate evas-3d-cube-rotate.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define EFL_BETA_API_SUPPORT #define EFL_EO_API_SUPPORT #endif #include #include #include #include #define WIDTH 400 #define HEIGHT 400 typedef struct _Scene_Data { Eo *scene; Eo *root_node; Eo *camera_node; Eo *light_node; Eo *mesh_node; Eo *camera; Eo *light; Eo *cube; Eo *mesh; Eo *material; float angle; Evas_Coord mouse_old_x; int mouse_diff_x; int mouse_indicator; } Scene_Data; Eo *scene = NULL; Ecore_Evas *ecore_evas = NULL; Evas *evas = NULL; Eo *background = NULL; Eo *image = NULL; static float angle = 0.0f; float d_angle = 0.5; static void _on_delete(Ecore_Evas *ee EINA_UNUSED) { ecore_main_loop_quit(); } static void _on_canvas_resize(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); evas_object_resize(background, w, h); evas_object_resize(image, w, h); evas_object_move(image, 0, 0); } static Eina_Bool _continue_scene(void *data) { Scene_Data *d = (Scene_Data *)data; if (d->mouse_indicator == 1) { evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &data); } return EINA_TRUE; } static void _rotate_x_reload(Evas_Canvas3D_Scene *eo_scene, Evas_Event_Mouse_Down *ev, Evas_Canvas3D_Node *node, Evas_Canvas3D_Mesh *mesh, float *angle_diff, Evas_Coord *mouse_coord) { Evas_Canvas3D_Node *n = NULL; Evas_Canvas3D_Mesh *m = NULL; Evas_Real s, t; int mouse_diff; evas_canvas3d_scene_pick(eo_scene, ev->canvas.x, ev->canvas.y, &n, &m, &s, &t); if ((n == node) && (m == mesh)) { mouse_diff = ev->canvas.x - (*mouse_coord); *mouse_coord = ev->canvas.x; *angle_diff = (mouse_diff)/4; } else { if (*angle_diff > 2) (*angle_diff)-=1; else if (*angle_diff >0) (*angle_diff)-=0.25; else if(*angle_diff < -2) (*angle_diff)+=1; else if (*angle_diff <0) (*angle_diff)+=0.25; } } static void _play_scene(void *data, Evas *_evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info) { Evas_Event_Mouse_Down *ev = event_info; Scene_Data *d = (Scene_Data *)data; _rotate_x_reload(scene, ev, d->mesh_node, d->mesh, &d->angle, &d->mouse_old_x); /* Run this cycle only once to avoid the callback tree. */ if (d->mouse_indicator == 0) ecore_timer_add(0.016, _continue_scene, data); d->mouse_indicator = 1; } static void _stop_scene(void *data, Evas *_evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info EINA_UNUSED) { Scene_Data *d = (Scene_Data *)data; d->angle = 0.0; d->mouse_indicator = 2; } static Eina_Bool _animate_scene(void *data) { Scene_Data *sc = (Scene_Data *)data; angle += sc->angle; evas_canvas3d_node_orientation_angle_axis_set(sc->mesh_node, angle, 0, 1.0, 0.0); return EINA_TRUE; } static void _camera_setup(Scene_Data *data) { data->camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas); evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0); data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA)); evas_canvas3d_node_camera_set(data->camera_node, data->camera); evas_canvas3d_node_position_set(data->camera_node, 3.0, 3.0, 10.0); evas_canvas3d_node_look_at_set(data->camera_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); evas_canvas3d_node_member_add(data->root_node, data->camera_node); } static void _light_setup(Scene_Data *data) { data->light = eo_add(EVAS_CANVAS3D_LIGHT_CLASS, evas); evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0); evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0); data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT)); evas_canvas3d_node_light_set(data->light_node, data->light); evas_canvas3d_node_position_set(data->light_node, 5.0, 5.0, 10.0); evas_canvas3d_node_look_at_set(data->light_node, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0); evas_canvas3d_node_member_add(data->root_node, data->light_node); } static void _mesh_setup(Scene_Data *data) { /* Setup material. */ data->material = eo_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE); evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0); evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0); evas_canvas3d_material_shininess_set(data->material, 100.0); /* Setup primitive */ data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas); evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE); /* Setup mesh. */ data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas); evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube); evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG); evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material); data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH)); evas_canvas3d_node_member_add(data->root_node, data->mesh_node); evas_canvas3d_node_mesh_add(data->mesh_node, data->mesh); } static void _scene_setup(Scene_Data *data) { scene = eo_add(EVAS_CANVAS3D_SCENE_CLASS, evas); data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE)); evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT); evas_canvas3d_scene_background_color_set(scene, 0.0, 0.0, 0.0, 0.0); _camera_setup(data); _light_setup(data); _mesh_setup(data); evas_canvas3d_scene_root_node_set(scene, data->root_node); evas_canvas3d_scene_camera_node_set(scene, data->camera_node); data->mouse_old_x = 0; data->mouse_diff_x = 0; data->mouse_indicator = 0; } int main(void) { Scene_Data data; if (!ecore_evas_init()) return 0; ecore_evas = ecore_evas_new("opengl_x11", 10, 10, WIDTH, HEIGHT, NULL); if (!ecore_evas) return 0; ecore_evas_callback_delete_request_set(ecore_evas, _on_delete); ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize); ecore_evas_show(ecore_evas); evas = ecore_evas_get(ecore_evas); memset(&data, 0, sizeof(Scene_Data)); _scene_setup(&data); /* Add a background rectangle 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 = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas); efl_gfx_geometry_set(image, 0, 0, WIDTH, HEIGHT); evas_object_show(image); /* Set the image object as render target for 3D scene. */ efl_canvas_scene3d_set(image, scene); evas_object_focus_set(image, EINA_TRUE); evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _play_scene, &data); evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _stop_scene, &data); /* Add animation timer callback. */ ecore_timer_add(0.016, _animate_scene, &data); /* Enter main loop. */ ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); return 0; }