efl/src/examples/evas/evas-3d-pick.c

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/**
* 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
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#include <math.h>
#include <Eo.h>
#include <Evas.h>
#include <Ecore.h>
#include <Ecore_Evas.h>
#include "evas-common.h"
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#define WIDTH 400
#define HEIGHT 400
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static const char *earth_image = PACKAGE_EXAMPLES_DIR EVAS_IMAGE_FOLDER "/wood.jpg";
typedef struct _vec4
{
float x;
float y;
float z;
float w;
} vec4;
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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;
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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));
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/* Rotate */
if (angle > 360.0) angle -= 360.0f;
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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);
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}
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;
}
}
}
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}
static void
_on_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj,
void *event_info)
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{
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;
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evas_object_geometry_get(obj, &x, &y, &w, &h);
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obj_x = ev->canvas.x - x;
obj_y = ev->canvas.y - y;
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eo_do(scene, evas_3d_scene_size_get(&scene_w, &scene_h));
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scene_x = obj_x * scene_w / (Evas_Real)w;
scene_y = obj_y * scene_h / (Evas_Real)h;
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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);
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}
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;
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ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
if (!ecore_evas) return 0;
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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);
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/* 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));
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/* 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));
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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));
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/* 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));
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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));
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/* 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));
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/* 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));
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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);
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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;
}