efl/src/examples/elementary/sphere_hunter/evas_3d_sphere_hunter.c

858 lines
28 KiB
C

/*
* Catch all the cubes to score 10 points and win.
* w - up
* s - down
* a - left
* d - right
* space - jump
* key Up - scale +
* key Down - scale -
* n - normal scale
* TODO: add more levels.
*
* Compile with:
* edje_cc sphere_hunter.edc
* gcc -o evas_3d_sphere_hunter evas_3d_sphere_hunter.c -g `pkg-config --libs --cflags evas ecore elementary eina eo` -lm
*/
#define EFL_BETA_API_SUPPORT
#include <Elementary.h>
#include <Ecore.h>
#include <Evas.h>
#include <Eina.h>
#include <stdio.h>
#include <math.h>
#include <Eo.h>
#define WIDTH 700
#define HEIGHT 800
#define ANGLE_IT 0.006
#define GE -0.1
#define KE 1
typedef struct _Scene_Data
{
Eo *root_node;
Eo *camera_node;
Eo *light_node;
Eo *mesh_node_ball;
Eina_List *items;
Eo *scene;
Eo *camera;
Eo *light;
Eo *mesh_cube;
Eo *material_cube;
Eo *mesh_ball;
Eo *material_ball;
} Scene_Data;
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;
Evas_Object *win = NULL;
Evas_Object *layout = NULL;
Evas_Object *text = NULL;
Evas_Object *btn_restart = NULL;
Evas_Object *btn_quit = NULL;
Eina_List *nodes = NULL;
Ecore_Animator *anim_cube = NULL;
Ecore_Animator *anim_camera = NULL;
Ecore_Animator *anim_ball = NULL;
Evas *evas = NULL;
Eo *image = NULL;
Evas_Real ball_position_x = 0.0;
Evas_Real ball_position_y = -1.0;
Evas_Real ball_position_z = 0.0;
Evas_Real ball_vel_x = 0.0;
Evas_Real ball_vel_y = 0.0;
Evas_Real ball_vel_z = 0.0;
Evas_Real ball_ac_x = 0.0;
Evas_Real ball_ac_y = GE;
Evas_Real ball_ac_z = 0.0;
Evas_Real plane_alpha_x = 0.0;
Evas_Real plane_alpha_z = 0.0;
Eina_Bool reload = EINA_TRUE;
Eina_Bool jump = EINA_FALSE;
Eina_Bool game = EINA_TRUE;
vertex *vertices = NULL;
int score = 0;
int vertex_count = 0;
int index_count = 0;
unsigned short *indices = NULL;
float camera_y = 40.0;
float camera_z = 70.0;
int hight = 1;
static const float cube_vertices[] =
{
/* Front */
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
/* Back */
1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Left */
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Right */
1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
/* Top */
-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
/* Bottom */
1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
};
static const unsigned short cube_indices[] =
{
/* Front */
0, 1, 2, 2, 1, 3,
/* Back */
4, 5, 6, 6, 5, 7,
/* Left */
8, 9, 10, 10, 9, 11,
/* Right */
12, 13, 14, 14, 13, 15,
/* Top */
16, 17, 18, 18, 17, 19,
/* Bottom */
20, 21, 22, 22, 21, 23
};
static void
_sphere_fini()
{
free(vertices);
free(indices);
}
static void
_sphere_init(int precision)
{
int i, j;
unsigned short *idx;
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);
/* Calculate vertices position of the sphere mesh by using
splitting of sphere by latitude and longitude. */
for (i = 0; i <= precision; i++)
{
double lati, y, r;
lati = (M_PI * (double)i) / (double)precision;
y = cos(lati);
r = fabs(sin(lati));
for (j = 0; j <= precision; j++)
{
double longi;
vertex *v;
longi = (M_PI * 2.0 * j) / precision;
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);
}
}
idx = &indices[0];
/* Calculate and fill in the buffer of indices,
prepare stage for gl triangulation. */
for (i = 0; i < precision; i++)
{
for (j = 0; j < precision; j++)
{
*idx++ = (i * (precision + 1)) + j;
*idx++ = (i * (precision + 1)) + j + 1;
*idx++ = ((i + 1) * (precision + 1)) + j;
*idx++ = ((i + 1) * (precision + 1)) + j;
*idx++ = (i * (precision + 1)) + j + 1;
*idx++ = ((i + 1) * (precision + 1)) + j + 1;
}
}
/* Triangulation of sphere mesh in appliance with buffer of indices. */
for (i = 0; i < index_count; i += 3)
{
vec3 e1, e2;
float du1, du2, dv1, dv2, f;
vec3 tangent;
vertex *v0 = &vertices[indices[i + 0]];
vertex *v1 = &vertices[indices[i + 1]];
vertex *v2 = &vertices[indices[i + 2]];
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;
}
/* Coupling between vertices by calculation of tangent parametr correct value. */
for (i = 0; i <= precision; i++)
{
for (j = 0; j <= precision; j++)
{
if (j == precision)
{
vertex *v;
v = &vertices[(i * (precision + 1)) + j];
v->tangent = vertices[i * (precision + 1)].tangent;
}
}
}
}
static void
_restart_level(void *data, Evas_Object *btn, void *ev)
{
Eina_List *l = NULL;
Eo *item = NULL;
Scene_Data *scene = (Scene_Data *)data;
EINA_LIST_FOREACH(scene->items, l, item)
{
evas_canvas3d_node_member_del(scene->root_node, item);
scene->items = eina_list_remove_list(scene->items, l);
}
EINA_LIST_FOREACH(nodes, l, item)
scene->items = eina_list_append(scene->items, item);
EINA_LIST_FOREACH(scene->items, l, item)
evas_canvas3d_node_member_add(scene->root_node, item);
ball_position_x = 0.0;
ball_position_y = -1.0;
ball_position_z = 0.0;
ball_vel_x = 0.0;
ball_vel_y = 0.0;
ball_vel_z = 0.0;
ball_ac_x = 0.0;
ball_ac_y = GE;
ball_ac_z = 0.0;
plane_alpha_x = 0.0;
plane_alpha_z = 0.0;
score = 0;
reload = EINA_TRUE;
game = EINA_TRUE;
}
static void
_key_down(void *data,
Evas *e EINA_UNUSED,
Evas_Object *eo EINA_UNUSED,
void *event_info)
{
Evas_Event_Key_Down *ev = event_info;
Scene_Data *scene = (Scene_Data *)data;
if (reload)
{
if (!strcmp(ev->key, "w"))
{
plane_alpha_z -= ANGLE_IT;
ball_ac_z = sin(plane_alpha_z);
}
if (!strcmp(ev->key, "s"))
{
plane_alpha_z += ANGLE_IT;
ball_ac_z = sin(plane_alpha_z);
}
if (!strcmp(ev->key, "d"))
{
plane_alpha_x += ANGLE_IT;
ball_ac_x = sin(plane_alpha_x);
}
if (!strcmp(ev->key, "a"))
{
plane_alpha_x -= ANGLE_IT;
ball_ac_x = sin(plane_alpha_x);
}
if (!strcmp(ev->key, "space"))
{
ball_vel_y += KE;
ball_position_y += 0.1;
jump = EINA_TRUE;
++hight;
}
if (!strcmp(ev->key, "Up"))
{
if (camera_y > 26.5)
{
camera_y -= 0.5;
camera_z -= 0.5 * (7.0 / 4.0);
}
}
if (!strcmp(ev->key, "Down"))
{
if (camera_y < 100.0)
{
camera_y += 0.5;
camera_z += 0.5 * (7.0 / 4.0);
}
}
if (!strcmp(ev->key, "n"))
{
camera_y = 40.0;
camera_z = 70.0;
}
if (!strcmp(ev->key, "Return"))
{
elm_layout_signal_emit(btn_restart, "elm,anim,activate", "elm");
_restart_level(scene, NULL, NULL);
}
}
}
static void
_quit_game(void *data EINA_UNUSED, Evas_Object *btn EINA_UNUSED, void *ev EINA_UNUSED)
{
elm_exit();
}
static void
_camera_setup(Scene_Data *data)
{
data->camera = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
evas_canvas3d_camera_projection_perspective_set(data->camera, 50.0, 1.0, 1.0, 1000.0);
data->camera_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
evas_canvas3d_node_camera_set(data->camera_node, data->camera);
evas_canvas3d_node_position_set(data->camera_node, 0.0, 40, 70);
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 Eina_Bool
_animate_camera(void *data)
{
Scene_Data *scene = (Scene_Data *)data;
evas_canvas3d_node_position_set(scene->camera_node, 0.0, camera_y, camera_z);
return EINA_TRUE;
}
static void
_light_setup(Scene_Data *data)
{
data->light = efl_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);
evas_canvas3d_light_projection_perspective_set(data->light, 100.0, 1.0, 1.0, 1000.0);
data->light_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
evas_canvas3d_node_light_set(data->light_node, data->light);
evas_canvas3d_node_position_set(data->light_node, 0.1, 25.0, 0.1);
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_cube_setup(Scene_Data *data)
{
data->mesh_cube = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_cube = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_material_color_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
evas_canvas3d_material_color_set(data->material_cube, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material_cube, 50.0);
evas_canvas3d_mesh_vertex_count_set(data->mesh_cube, 24);
evas_canvas3d_mesh_frame_add(data->mesh_cube, 0);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, 12 * sizeof(float), &cube_vertices[ 6]);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_cube, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(data->mesh_cube, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_cube, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_cube, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_cube, 0, data->material_cube);
}
static void
_create_bondar(Scene_Data *data, Evas_Real scale_x, Evas_Real scale_y, Evas_Real scale_z, Evas_Real x, Evas_Real y, Evas_Real z, Eina_Bool color)
{
Eo *mesh = NULL;
Eo *node = NULL;
Eo *material = NULL;
mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
material = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(material, 50.0);
if (color)
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.0, 0.7, 1.0, 1.0);
else
evas_canvas3d_material_color_set(material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.0, 1.0, 1.0, 1.0);
evas_canvas3d_mesh_vertex_count_set(mesh, 24);
evas_canvas3d_mesh_frame_add(mesh, 0);
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]);
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, 12 * sizeof(float), &cube_vertices[ 6]);
evas_canvas3d_mesh_frame_vertex_data_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
evas_canvas3d_mesh_index_data_set(mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shader_mode_set(mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(mesh, 0, material);
evas_canvas3d_node_member_add(data->root_node, node);
evas_canvas3d_node_mesh_add(node, mesh);
evas_canvas3d_node_position_set(node, x, y, z);
evas_canvas3d_node_scale_set(node, scale_x, scale_y, scale_z);
}
static void
_create_cubes(Scene_Data *data, Evas_Real r, int count)
{
int i;
Evas_Real alpha;
Evas_Real d_alpha;
data->items = NULL;
d_alpha = 360 / (double)count;
for (i = 0; i < count; i++)
{
Eo *node = NULL;
alpha = d_alpha * i * M_PI / 180;
node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
evas_canvas3d_node_mesh_add(node, data->mesh_cube);
evas_canvas3d_node_position_set(node, r * sin(alpha), 2.0 + (r / 4 * sin(alpha)), r * cos(alpha));
evas_canvas3d_node_scale_set(node, 1.0, 1.0, 1.0);
evas_canvas3d_node_member_add(data->root_node, node);
data->items = eina_list_append(data->items, node);
}
}
static void
_mesh_ball_setup(Scene_Data *data)
{
_sphere_init(100);
data->mesh_ball = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
data->material_ball = efl_add(EVAS_CANVAS3D_MATERIAL_CLASS, evas);
data->mesh_node_ball = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_MESH));
/* Setup material for ball. */
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
evas_canvas3d_material_enable_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
evas_canvas3d_material_color_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
evas_canvas3d_material_color_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
evas_canvas3d_material_color_set(data->material_ball, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
evas_canvas3d_material_shininess_set(data->material_ball, 50.0);
/* Setup mesh for ball. */
evas_canvas3d_mesh_vertex_count_set(data->mesh_ball, vertex_count);
evas_canvas3d_mesh_frame_add(data->mesh_ball, 0);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, sizeof(vertex), &vertices[0].position);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, sizeof(vertex), &vertices[0].normal);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TANGENT, sizeof(vertex), &vertices[0].tangent);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, sizeof(vertex), &vertices[0].color);
evas_canvas3d_mesh_frame_vertex_data_set(data->mesh_ball, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, sizeof(vertex), &vertices[0].texcoord);
evas_canvas3d_mesh_index_data_set(data->mesh_ball, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &indices[0]);
evas_canvas3d_mesh_vertex_assembly_set(data->mesh_ball, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
evas_canvas3d_mesh_shader_mode_set(data->mesh_ball, EVAS_CANVAS3D_SHADER_MODE_PHONG);
evas_canvas3d_mesh_frame_material_set(data->mesh_ball, 0, data->material_ball);
evas_canvas3d_node_member_add(data->root_node, data->mesh_node_ball);
evas_canvas3d_node_mesh_add(data->mesh_node_ball, data->mesh_ball);
}
static void
_scene_setup(Scene_Data *data, Evas_Real r, int count)
{
Eina_List *l = NULL;
Eo *item = NULL;
data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
/* Add the root node for the scene. */
data->root_node = efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_NODE_TYPE_NODE));
evas_canvas3d_scene_size_set(data->scene, WIDTH, HEIGHT);
evas_canvas3d_scene_shadows_enable_set(data->scene, EINA_TRUE);
evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
_camera_setup(data);
_light_setup(data);
_mesh_ball_setup(data);
_mesh_cube_setup(data);
_create_cubes(data, r, count);
_create_bondar(data, 20.0, 0.001, 20.0, 0.0, -2.0, 0.0, 1);
_create_bondar(data, 0.5, 0.5, 20.5, -20.0, -1.5, 0.0, 0);
_create_bondar(data, 0.5, 0.5, 20.5, 20.0, -1.5, 0.0, 0);
_create_bondar(data, 20.5, 0.5, 0.5, 0.0, -1.5, -20.0, 0);
_create_bondar(data, 20.5, 0.5, 0.5, 0.0, -1.5, 20.0, 0);
EINA_LIST_FOREACH(data->items, l, item)
nodes = eina_list_append(nodes, item);
evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
}
char score_buffer[32];
static char *
_score_get(int sc)
{
if (sc >= 0 && sc <= 10)
{
eina_convert_itoa(sc, score_buffer);
return score_buffer;
}
return "0";
}
static Eina_Bool
_animate_ball(void *data)
{
Scene_Data *scene = (Scene_Data *)data;
Eina_List *l = NULL;
Eo *node = NULL;
Evas_Real x, y, z;
Evas_Real xx, yy, zz;
Evas_Real d_x, d_y, d_z;
int i = 9;
if (scene->items && game)
{
ball_vel_x = ball_ac_x;
ball_vel_z = ball_ac_z;
ball_position_x += ball_vel_x;
ball_position_z += ball_vel_z;
}
if (reload == EINA_TRUE)
elm_object_signal_emit(layout, "play", "efl_game");
evas_canvas3d_node_position_set(scene->mesh_node_ball, ball_position_x, ball_position_y, ball_position_z);
if ((ball_position_x < -21.0) || (ball_position_x > 21.0) || (ball_position_z < -21.0) || (ball_position_z > 21.0))
{
ball_position_y -= 2.0;
ball_vel_x = 0;
ball_vel_z = 0;
game = EINA_FALSE;
if (ball_position_y <= -200.0)
{
ball_position_x = 0.0;
ball_position_y = -1.0;
ball_position_z = 0.0;
elm_object_signal_emit(layout, "defeat", "efl_game");
reload = EINA_FALSE;
}
}
else if ((ball_position_x >= 18.5) && (ball_position_x <= 21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_z >= 18.5) && (ball_position_z <= 21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_x <= -18.5) && (ball_position_x >= -21.5))
{
ball_position_y = 0.0;
}
else if ((ball_position_z <= -18.5) && (ball_position_z >= -21.5))
{
ball_position_y = 0.0;
}
else if (ball_position_y > -1.0)
{
ball_vel_y += ball_ac_y;
ball_position_y += ball_vel_y;
}
else
{
ball_vel_y = 0;
ball_position_y = -1.0;
if (jump)
{
ball_position_y = -0.9;
ball_vel_y += (1.0 / 5 * hight);
jump = EINA_FALSE;
hight = 1;
}
}
evas_canvas3d_node_position_get(scene->mesh_node_ball, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
EINA_LIST_FOREACH(scene->items, l, node)
{
evas_canvas3d_node_position_get(node, EVAS_CANVAS3D_SPACE_PARENT, &xx, &yy, &zz);
d_x = xx - x;
d_y = yy - y;
d_z = zz - z;
if (d_x < 2.0 && d_x > -2.0 && d_y < 2.0 && d_y > -2.0 && d_z < 2.0 && d_z > -2.0)
{
evas_canvas3d_node_member_del(scene->root_node, node);
scene->items = eina_list_remove_list(scene->items, l);
i--;
score++;
}
}
if (!scene->items)
{
elm_object_signal_emit(layout, "victory", "efl_game");
ball_vel_x = 0;
ball_vel_z = 0;
reload = EINA_FALSE;
}
evas_object_text_text_set(text, _score_get(score));
return EINA_TRUE;
}
static Eina_Bool
_animate_cubes(void *data)
{
static float angle = 0.0f;
Eina_List *l = NULL;
Eo *cube = NULL;
Scene_Data *scene = (Scene_Data *)data;
angle += 0.5;
EINA_LIST_FOREACH(scene->items, l, cube)
evas_canvas3d_node_orientation_angle_axis_set(cube, angle, 1.0, 1.0, 1.0);
/* Rotate */
if (angle > 360.0)
angle -= 360.0f;
return EINA_TRUE;
}
EAPI_MAIN int
elm_main(int argc, char **argv)
{
Scene_Data data;
Eina_Bool r = EINA_TRUE;
elm_config_accel_preference_set("3d");
elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
win = elm_win_util_standard_add("__WIN__", "Sphere Hunter");
elm_win_autodel_set(win, EINA_TRUE);
layout = elm_layout_add(win);
elm_layout_file_set(layout, "sphere_hunter.edj", "game");
evas_object_size_hint_weight_set(layout, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_win_resize_object_add(win, layout);
text = evas_object_text_add(win);
evas_object_text_font_set(text, "Sans", 75);
elm_layout_content_set(layout, "swallow.score_text", text);
evas_object_show(text);
btn_restart = elm_button_add(win);
elm_layout_content_set(layout, "swallow.reload", btn_restart);
elm_object_text_set(btn_restart, "R E S T A R T L E V E L");
evas_object_show(btn_restart);
btn_quit = elm_button_add(win);
elm_layout_content_set(layout, "swallow.exit", btn_quit);
elm_object_text_set(btn_quit, "E X I T");
evas_object_show(btn_quit);
evas = evas_object_evas_get(win);
_scene_setup(&data, 10.0, 10);
image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
efl_gfx_entity_visible_set(image, EINA_TRUE);
efl_canvas_scene3d_set(image, data.scene);
evas_object_size_hint_weight_set(image, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_size_hint_align_set(image, EVAS_HINT_FILL, EVAS_HINT_FILL);
elm_layout_content_set(layout, "swallow.scene", image);
evas_object_show(layout);
r &= evas_object_key_grab(win, "w", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "s", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "d", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "a", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "n", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "Up", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "Down", 0, 0, EINA_TRUE);
r &= evas_object_key_grab(win, "space", 0, 0, EINA_TRUE);
elm_object_focus_set(layout, EINA_TRUE);
evas_object_event_callback_add(win, EVAS_CALLBACK_KEY_DOWN, _key_down, &data);
evas_object_smart_callback_add(btn_restart, "clicked", _restart_level, &data);
evas_object_smart_callback_add(btn_quit, "clicked", _quit_game, NULL);
ecore_animator_frametime_set(0.008);
anim_cube = ecore_animator_add(_animate_cubes, &data);
anim_camera = ecore_animator_add(_animate_camera, &data);
anim_ball = ecore_animator_add(_animate_ball, &data);
evas_object_show(win);
elm_run();
ecore_animator_del(anim_cube);
ecore_animator_del(anim_camera);
ecore_animator_del(anim_ball);
_sphere_fini();
return 0;
}
ELM_MAIN()