/** * This example shows how to attach mechanism of pick. * * Here shown which transformation should be applied to event_info of * _on_mouse_down to make them usable in evas_3d_scene_pick() * and parameters which can be got from this function. * * @verbatim * gcc -o evas-3d-pick evas-3d-pick.c `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm * @endverbatim */ #ifdef HAVE_CONFIG_H #include "config.h" #else #define PACKAGE_EXAMPLES_DIR "." #define EFL_EO_API_SUPPORT #define EFL_BETA_API_SUPPORT #endif #include #include #include #include #include #include "evas-common.h" #define WIDTH 400 #define HEIGHT 400 static const char *earth_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/EarthDiffuse.png"; typedef struct _vec4 { float x; float y; float z; float w; } vec4; typedef struct _vec3 { float x; float y; float z; } vec3; typedef struct _vec2 { float x; float y; } vec2; typedef struct _vertex { vec3 position; vec3 normal; vec3 tangent; vec4 color; vec3 texcoord; } vertex; static Ecore_Evas *ecore_evas = NULL; static Evas *evas = NULL; static Eo *background = NULL; static Eo *image = NULL; static Eo *scene = NULL; static Eo *root_node = NULL; static Eo *camera_node = NULL; static Eo *camera = NULL; static Eo *mesh_node = NULL; static Eo *mesh = NULL; static Eo *material = NULL; static Eo *texture_diffuse = NULL; static int vertex_count = 0; static vertex *vertices = NULL; static int index_count = 0; static unsigned short *indices = NULL; static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; angle += 0.3; eo_do((Evas_3D_Node *)data, evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0)); /* Rotate */ if (angle > 360.0) angle -= 360.0f; return EINA_TRUE; } 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 inline vec3 _normalize(const vec3 *v) { double l = sqrt(v->x * v->x + v->y * v->y + v->z * v->z); vec3 vec; vec.x = v->x / l; vec.y = v->y / l; vec.z = v->z / l; return vec; } static void _sphere_fini() { free(vertices); free(indices); } static void _sphere_init(int precision) { int i, j; unsigned short *index; vertex_count = (precision + 1) * (precision + 1); index_count = precision * precision * 6; /* Allocate buffer. */ vertices = malloc(sizeof(vertex) * vertex_count); indices = malloc(sizeof(unsigned short) * index_count); for (i = 0; i <= precision; i++) { double lati = (M_PI * (double)i) / (double)precision; double y = cos(lati); double r = fabs(sin(lati)); for (j = 0; j <= precision; j++) { double longi = (M_PI * 2.0 * j) / precision; vertex *v = &vertices[i * (precision + 1) + j]; if (j == 0 || j == precision) v->position.x = 0.0; else v->position.x = r * sin(longi); v->position.y = y; if (j == 0 || j == precision) v->position.z = r; else v->position.z = r * cos(longi); v->normal = v->position; if (v->position.x > 0.0) { v->tangent.x = -v->normal.y; v->tangent.y = v->normal.x; v->tangent.z = v->normal.z; } else { v->tangent.x = v->normal.y; v->tangent.y = -v->normal.x; v->tangent.z = v->normal.z; } v->color.x = v->position.x; v->color.y = v->position.y; v->color.z = v->position.z; v->color.w = 1.0; if (j == precision) v->texcoord.x = 1.0; else if (j == 0) v->texcoord.x = 0.0; else v->texcoord.x = (double)j / (double)precision; if (i == precision) v->texcoord.y = 1.0; else if (i == 0) v->texcoord.y = 0.0; else v->texcoord.y = 1.0 - (double)i / (double)precision; } } index = &indices[0]; for (i = 0; i < precision; i++) { for (j = 0; j < precision; j++) { *index++ = i * (precision + 1) + j; *index++ = i * (precision + 1) + j + 1; *index++ = (i + 1) * (precision + 1) + j; *index++ = (i + 1) * (precision + 1) + j; *index++ = i * (precision + 1) + j + 1; *index++ = (i + 1) * (precision + 1) + j + 1; } } for (i = 0; i < index_count; i += 3) { vertex *v0 = &vertices[indices[i + 0]]; vertex *v1 = &vertices[indices[i + 1]]; vertex *v2 = &vertices[indices[i + 2]]; vec3 e1, e2; float du1, du2, dv1, dv2, f; vec3 tangent; e1.x = v1->position.x - v0->position.x; e1.y = v1->position.y - v0->position.y; e1.z = v1->position.z - v0->position.z; e2.x = v2->position.x - v0->position.x; e2.y = v2->position.y - v0->position.y; e2.z = v2->position.z - v0->position.z; du1 = v1->texcoord.x - v0->texcoord.x; dv1 = v1->texcoord.y - v0->texcoord.y; du2 = v2->texcoord.x - v0->texcoord.x; dv2 = v2->texcoord.y - v0->texcoord.y; f = 1.0 / (du1 * dv2 - du2 * dv1); tangent.x = f * (dv2 * e1.x - dv1 * e2.x); tangent.y = f * (dv2 * e1.y - dv1 * e2.y); tangent.z = f * (dv2 * e1.z - dv1 * e2.z); v0->tangent = tangent; } for (i = 0; i <= precision; i++) { for (j = 0; j <= precision; j++) { if (j == precision) { vertex *v = &vertices[i * (precision + 1) + j]; v->tangent = vertices[i * (precision + 1)].tangent; } } } } static void _on_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj, void *event_info) { Evas_Event_Mouse_Down *ev = event_info; Evas_Coord x, y, w, h; Evas_Coord obj_x, obj_y; int scene_w, scene_h; Evas_Real scene_x, scene_y; Evas_Real s, t; Evas_3D_Node *n; Evas_3D_Mesh *m; Eina_Bool pick; evas_object_geometry_get(obj, &x, &y, &w, &h); obj_x = ev->canvas.x - x; obj_y = ev->canvas.y - y; eo_do(scene, evas_3d_scene_size_get(&scene_w, &scene_h)); scene_x = obj_x * scene_w / (Evas_Real)w; scene_y = obj_y * scene_h / (Evas_Real)h; eo_do(scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t)); if (pick) printf("Picked : "); else printf("Not picked : "); printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) " "node(%p) mesh(%p)\n", ev->output.x, ev->output.y, ev->canvas.x, ev->canvas.y, obj_x, obj_y, scene_x, scene_y, s, t, n, m); } int main(void) { //Unless Evas 3D supports Software renderer, we set gl backened forcely. setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1); if (!ecore_evas_init()) return 0; ecore_evas = ecore_evas_new(NULL, 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); /* Add a scene object .*/ scene = eo_add(EVAS_3D_SCENE_CLASS, evas); /* Add the root node for the scene. */ root_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); /* Add the camera. */ camera = eo_add(EVAS_3D_CAMERA_CLASS, evas); eo_do(camera, evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 100.0)); camera_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA)); eo_do(camera_node, evas_3d_node_camera_set(camera), evas_3d_node_position_set(0.0, 0.0, 5.0), 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(root_node, evas_3d_node_member_add(camera_node)); /* Add the cube mesh. */ _sphere_init(100); mesh = eo_add(EVAS_3D_MESH_CLASS, evas); eo_do(mesh, evas_3d_mesh_vertex_count_set(vertex_count), evas_3d_mesh_frame_add(0), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, sizeof(vertex), &vertices[0].position), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, sizeof(vertex), &vertices[0].normal), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT, sizeof(vertex), &vertices[0].tangent), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, sizeof(vertex), &vertices[0].color), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, sizeof(vertex), &vertices[0].texcoord), evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]), evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES)); material = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(mesh, evas_3d_mesh_frame_material_set(0, material)); texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, evas); eo_do(texture_diffuse, evas_3d_texture_file_set(earth_image, NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR)); eo_do(material, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, texture_diffuse), 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, 0.01, 0.01, 0.01, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(50.0)); mesh_node = eo_add(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH)); eo_do(root_node, evas_3d_node_member_add(mesh_node)); eo_do(mesh_node, evas_3d_node_mesh_add(mesh)); eo_do(mesh, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE)); /* Set up scene. */ eo_do(scene, evas_3d_scene_root_node_set(root_node), evas_3d_scene_camera_node_set(camera_node), evas_3d_scene_size_set(WIDTH, HEIGHT)); /* Add evas objects. */ background = eo_add(EVAS_RECTANGLE_CLASS, evas); eo_do(background, evas_obj_color_set(0, 0, 0, 255), evas_obj_size_set(WIDTH, HEIGHT), evas_obj_visibility_set(EINA_TRUE)); image = evas_object_image_filled_add(evas); eo_do(image, evas_obj_image_scene_set(scene), evas_obj_size_set(WIDTH, HEIGHT), evas_obj_visibility_set(EINA_TRUE)); evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, NULL); ecore_timer_add(0.01, _animate_scene, mesh_node); ecore_main_loop_begin(); ecore_evas_free(ecore_evas); ecore_evas_shutdown(); _sphere_fini(); return 0; }