forked from enlightenment/efl
example: add new example for button and Evas_3D object.
Summary: This example shows the mechanism of elementary widget (button) adding to the 3d scene object. Reviewers: Hermet, cedric, raster Differential Revision: https://phab.enlightenment.org/D937 Signed-off-by: Cedric BAIL <c.bail@partner.samsung.com>
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@ -140,6 +140,7 @@ web_example_01.c \
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web_example_02.c \
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win_example.c \
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3d_scene_on_button_example.c \
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button_on_3d_object_example.c \
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track_example_01.c
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.edc.edj:
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@ -280,6 +281,7 @@ web_example_01 \
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web_example_02 \
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win_example \
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3d_scene_on_button_example \
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button_on_3d_object_example \
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track_example_01
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if ELEMENTARY_WINDOWS_BUILD
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/*
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* This example shows the mechanism of elementary widget adding (button) to the 3d scene object (cube) and
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* illustrates the work of callback of event from mouse.
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*
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* Compile with:
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* gcc -o button_on_3d_object_example button_on_3d_object_example.c -g `pkg-config --libs --cflags evas ecore eo elementary`
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*/
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#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include <Eo.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Elementary.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 *mesh;
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Eo *material;
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Eo *texture;
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} Scene_Data;
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Evas_Object *win = NULL;
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static Evas *evas = NULL;
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static Eo *image = NULL;
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static Eo *btn = NULL;
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static float d_angle = 0.5;
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static const float cube_vertices[] =
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{
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/* Front */
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-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
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/* Back */
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1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Left */
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-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Right */
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
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/* Top */
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
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/* Bottom */
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1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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};
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static const unsigned short cube_indices[] =
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{
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/* Front */
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0, 1, 2, 2, 1, 3,
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/* Back */
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4, 5, 6, 6, 5, 7,
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/* Left */
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8, 9, 10, 10, 9, 11,
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/* Right */
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12, 13, 14, 14, 13, 15,
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/* Top */
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16, 17, 18, 18, 17, 19,
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/* Bottom */
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20, 21, 22, 22, 21, 23
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};
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static void
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_stop_scene(void *data,
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Evas *e EINA_UNUSED,
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Evas_Object *eo EINA_UNUSED,
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void *event_info)
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{
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Evas_Event_Mouse_Down *ev = event_info;
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Evas_3D_Node *n;
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Evas_3D_Mesh *m;
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Evas_Real s, t;
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Scene_Data *d = (Scene_Data *)data;
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if (ev->button == 1)
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{
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if (eo_do(d->scene,
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evas_3d_scene_pick(ev->canvas.x, ev->canvas.y, &n, &m, &s, &t)))
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{
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d_angle = 0.0;
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elm_object_signal_emit(btn, "mouse,down,1", "event");
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eo_do(d->mesh_node, evas_3d_node_position_set(0.0, 0.0, -0.2));
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}
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}
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}
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static void
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_play_scene(void *data,
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Evas *e EINA_UNUSED,
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Evas_Object *eo EINA_UNUSED,
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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 = 0.5;
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elm_object_signal_emit(btn, "mouse,up,1", "event");
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eo_do(d->mesh_node, evas_3d_node_position_set(0.0, 0.0, 0.0));
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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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static float angle = 0.0f;
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Scene_Data *scene = (Scene_Data *)data;
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angle += d_angle;
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eo_do(scene->mesh_node,
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evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
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/* Rotate */
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if (angle > 360.0) angle -= 360.0f;
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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_3D_CAMERA_CLASS, evas);
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eo_do(data->camera,
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evas_3d_camera_projection_perspective_set(20.0, 1.0, 2.0, 50.0));
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data->camera_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
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eo_do(data->camera_node,
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evas_3d_node_camera_set(data->camera),
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evas_3d_node_position_set(0.0, 0.0, 15.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, -1.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(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_3D_LIGHT_CLASS, evas);
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eo_do(data->light,
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evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
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evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
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evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
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data->light_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
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eo_do(data->light_node,
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evas_3d_node_light_set(data->light),
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evas_3d_node_position_set(0.0, 0.0, 10.0),
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evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
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EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
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eo_do(data->root_node, evas_3d_node_member_add(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 and texture as widget button. */
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data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
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data->texture = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
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eo_do(data->texture,
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evas_3d_texture_source_set(btn),
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evas_3d_texture_source_visible_set(EINA_FALSE));
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eo_do(data->material,
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evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, data->texture),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
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evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
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evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
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evas_3d_material_shininess_set(100.0));
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/* Setup mesh. */
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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(data->mesh,
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evas_3d_mesh_vertex_count_set(24),
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evas_3d_mesh_frame_add(0),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
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12 * sizeof(float), &cube_vertices[ 0]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
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12 * sizeof(float), &cube_vertices[ 3]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
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12 * sizeof(float), &cube_vertices[ 6]),
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evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
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12 * sizeof(float), &cube_vertices[10]),
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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36, &cube_indices[0]),
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
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eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node));
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eo_do(data->mesh_node, evas_3d_node_mesh_add(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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data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
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eo_do(data->scene,
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evas_3d_scene_size_set(WIDTH, HEIGHT);
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evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
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data->root_node =
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eo_add_custom(EVAS_3D_NODE_CLASS, evas,
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evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
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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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eo_do(data->scene,
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evas_3d_scene_root_node_set(data->root_node),
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evas_3d_scene_camera_node_set(data->camera_node));
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}
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static void
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_mirror(Evas_Object *image)
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{
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int x, y, w, h;
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Evas_Map *m_rotate;
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evas_object_geometry_get(image, &x, &y, &w, &h);
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m_rotate = evas_map_new(4);
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evas_map_util_points_populate_from_object(m_rotate, image);
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evas_map_util_rotate(m_rotate, 180, x + (w / 2), y + (h / 2));
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evas_map_point_image_uv_set(m_rotate, 0, 0, h);
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evas_map_point_image_uv_set(m_rotate, 1, w, h);
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evas_map_point_image_uv_set(m_rotate, 2, w, h / 10);
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evas_map_point_image_uv_set(m_rotate, 3, 0, h / 10);
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evas_object_map_set(image, m_rotate);
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evas_object_map_enable_set(image, EINA_TRUE);
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evas_map_free(m_rotate);
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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 (!elm_init(0, 0)) return 0;
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elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
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win = elm_win_util_standard_add("__WIN__", " A button on the 3d object");
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elm_win_autodel_set(win, EINA_TRUE);
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evas_object_resize(win, WIDTH, HEIGHT);
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evas_object_show(win);
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evas = evas_object_evas_get(win);
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/* Add an image object for 3D scene rendering. */
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image = evas_object_image_filled_add(evas);
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eo_do(image,
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evas_obj_size_set(WIDTH, HEIGHT),
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evas_obj_visibility_set(EINA_TRUE));
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btn = elm_button_add(win);
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evas_object_resize(btn, (WIDTH * 2) / 3, (HEIGHT * 2) / 3);
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elm_object_text_set(btn, "3D Button");
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elm_object_scale_set(btn, 3.0);
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evas_object_show(btn);
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/*Due to inverted image in case proxy object*/
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_mirror(image);
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/* Set the image object as render target for 3D scene. */
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_scene_setup(&data);
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eo_do(image, evas_obj_image_scene_set(data.scene));
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evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _stop_scene, &data);
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evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _play_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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elm_run();
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elm_shutdown();
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return 0;
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}
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