285 lines
8.8 KiB
C
285 lines
8.8 KiB
C
/**
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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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* @verbatim
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* 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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* @endverbatim
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#else
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#define EFL_BETA_API_SUPPORT
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#define EFL_EO_API_SUPPORT
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#endif
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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 *cube;
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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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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_Canvas3D_Scene *eo_scene, Evas_Event_Mouse_Down *ev, Evas_Canvas3D_Node *node, Evas_Canvas3D_Mesh *mesh,
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float *angle_diff, Evas_Coord *mouse_coord)
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{
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Evas_Canvas3D_Node *n = NULL;
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Evas_Canvas3D_Mesh *m = NULL;
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Evas_Real s, t;
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int mouse_diff;
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evas_canvas3d_scene_pick(eo_scene, 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 *sc = (Scene_Data *)data;
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angle += sc->angle;
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evas_canvas3d_node_orientation_angle_axis_set(sc->mesh_node, 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_CANVAS3D_CAMERA_CLASS, evas);
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evas_canvas3d_camera_projection_perspective_set(data->camera, 20.0, 1.0, 2.0, 50.0);
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data->camera_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_CAMERA));
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evas_canvas3d_node_camera_set(data->camera_node, data->camera);
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evas_canvas3d_node_position_set(data->camera_node, 3.0, 3.0, 10.0);
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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);
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evas_canvas3d_node_member_add(data->root_node, 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_CANVAS3D_LIGHT_CLASS, evas);
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evas_canvas3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0);
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evas_canvas3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0);
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data->light_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_LIGHT));
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evas_canvas3d_node_light_set(data->light_node, data->light);
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evas_canvas3d_node_position_set(data->light_node, 5.0, 5.0, 10.0);
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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);
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evas_canvas3d_node_member_add(data->root_node, 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_CANVAS3D_MATERIAL_CLASS, evas);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, EINA_TRUE);
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evas_canvas3d_material_enable_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, EINA_TRUE);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_AMBIENT, 0.2, 0.2, 0.2, 1.0);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_DIFFUSE, 0.8, 0.8, 0.8, 1.0);
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evas_canvas3d_material_color_set(data->material, EVAS_CANVAS3D_MATERIAL_ATTRIB_SPECULAR, 1.0, 1.0, 1.0, 1.0);
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evas_canvas3d_material_shininess_set(data->material, 100.0);
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/* Setup primitive */
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data->cube = eo_add(EVAS_CANVAS3D_PRIMITIVE_CLASS, evas);
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evas_canvas3d_primitive_form_set(data->cube, EVAS_CANVAS3D_MESH_PRIMITIVE_CUBE);
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/* Setup mesh. */
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data->mesh = eo_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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evas_canvas3d_mesh_from_primitive_set(data->mesh, 0, data->cube);
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evas_canvas3d_mesh_shader_mode_set(data->mesh, EVAS_CANVAS3D_SHADER_MODE_PHONG);
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evas_canvas3d_mesh_frame_material_set(data->mesh, 0, data->material);
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data->mesh_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_MESH));
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evas_canvas3d_node_member_add(data->root_node, data->mesh_node);
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evas_canvas3d_node_mesh_add(data->mesh_node, 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_CANVAS3D_SCENE_CLASS, evas);
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data->root_node = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(eo_self, EVAS_CANVAS3D_NODE_TYPE_NODE));
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evas_canvas3d_scene_size_set(scene, WIDTH, HEIGHT);
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evas_canvas3d_scene_background_color_set(scene, 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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evas_canvas3d_scene_root_node_set(scene, data->root_node);
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evas_canvas3d_scene_camera_node_set(scene, data->camera_node);
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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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}
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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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memset(&data, 0, sizeof(Scene_Data));
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_scene_setup(&data);
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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 = eo_add(EFL_CANVAS_SCENE3D_CLASS, evas);
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efl_gfx_geometry_set(image, 0, 0, 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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efl_canvas_scene3d_set(image, 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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/* Add animation timer callback. */
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ecore_timer_add(0.016, _animate_scene, &data);
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/* Enter main loop. */
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ecore_main_loop_begin();
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ecore_evas_free(ecore_evas);
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ecore_evas_shutdown();
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return 0;
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}
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