forked from enlightenment/efl
evas: frustum example uses sphere and cube primitives.
Reviewers: cedric, Hermet, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2167 Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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@ -4,13 +4,13 @@
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* Use 't'/'g' key to move near frustum plane from/to the camera.
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* Use '1'/'2' key to set camera to the first/second position.
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* Use '3'/'4'/'5' key to set bounding sphere/aabb/central point mode.
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* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node in 3D.
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* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh.
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* Use 'i', 'k', 'j', 'l', 'u' and 'o' keys to move mesh node (model) in 3D.
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* Use 'z', 'x', 'c', 'Z', 'X' and 'C' keys to change scaling constants of mesh (model).
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* See in terminal output value distance to far plane of frustum and value of visibility of node
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* @see evas_3d_camera_node_visible_get.
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*
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* @verbatim
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* gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
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* gcc -o evas-3d-frustum evas-3d-frustum.c evas-3d-primitives.c `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm
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* @endverbatim
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*/
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@ -28,6 +28,7 @@
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#include <Eo.h>
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#include <math.h>
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#include "evas-common.h"
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#include "evas-3d-primitives.h"
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#define WIDTH 800
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#define HEIGHT 600
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@ -46,7 +47,8 @@ typedef struct _Scene_Data
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Eo *camera;
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Eo *light;
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Eo *mesh_model;
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Eo *mesh;
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Eo *mesh_sphere;
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Eo *mesh_aabb;
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Eo *material_model;
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Eo *material;
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Eo *texture_model;
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@ -58,19 +60,7 @@ Evas_Real obj_x = 0.0, obj_y = 0.0, obj_z = 0.0, obj_sc_x = 10.0, obj_sc_y = 10.
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Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 1000;
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Evas_Real radius = 0;
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Evas_3D_Frustum_Mode key = EVAS_3D_FRUSTUM_MODE_AABB;
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typedef struct _vec3
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{
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float x;
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float y;
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float z;
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} vec3;
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static void
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_set_ball(Eo *mesh, double r, double x, double y, double z, int p);
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static void
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_mesh_aabb(Eo *mesh_b, Eo *mesh_node);
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static const vec2 tex_scale = {1, 1};
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static void
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_show_help()
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@ -104,16 +94,54 @@ _on_canvas_resize(Ecore_Evas *ee)
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static Eina_Bool
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_redraw_bounding_object(void *data)
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{
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Evas_Real x, y, z;
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Evas_Real px, py, pz, sx, sy, sz;
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Evas_Real x0, y0, z0, x1, y1, z1, radius;
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Scene_Data *scene = (Scene_Data *)data;
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Eo *current_mesh;
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Eina_List *meshes = NULL, *l;
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eo_do(scene->mesh_node, meshes = (Eina_List *)evas_3d_node_mesh_list_get());
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EINA_LIST_FOREACH(meshes, l, current_mesh)
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{
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eo_do(scene->mesh_node, evas_3d_node_mesh_del(current_mesh));
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}
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eo_do(scene->mesh_node_model, evas_3d_node_bounding_sphere_get(&x, &y, &z, &radius));
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if (key == EVAS_3D_FRUSTUM_MODE_BSPHERE)
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_set_ball(scene->mesh, radius, x, y, z, 100);
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{
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eo_do(scene->mesh_node_model,
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evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
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current_mesh = scene->mesh_sphere;
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px = x0;
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py = y0;
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pz = z0;
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sx = sy = sz = 2.0 * radius;
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}
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else if (key == EVAS_3D_FRUSTUM_MODE_AABB)
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_mesh_aabb(scene->mesh, scene->mesh_node_model);
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{
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eo_do(scene->mesh_node_model, evas_3d_node_bounding_box_get(&x0, &y0, &z0,
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&x1, &y1, &z1));
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current_mesh = scene->mesh_aabb;
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px = (x1 + x0) / 2;
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py = (y1 + y0) / 2;
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pz = (z1 + z0) / 2;
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sx = x1 - x0;
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sy = y1 - y0;
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sz = z1 - z0;
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}
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else if (key == EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT)
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_set_ball(scene->mesh, 1, x, y, z, 1);
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{
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eo_do(scene->mesh_node_model,
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evas_3d_node_bounding_sphere_get(&x0, &y0, &z0, &radius));
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current_mesh = scene->mesh_sphere;
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px = x0;
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py = y0;
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pz = z0;
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sx = sy = sz = 0.1 * radius;
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}
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eo_do(scene->mesh_node, evas_3d_node_mesh_add(current_mesh),
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evas_3d_node_position_set(px, py, pz),
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evas_3d_node_scale_set(sx, sy, sz));
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return ECORE_CALLBACK_RENEW;
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}
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@ -290,140 +318,6 @@ _light_setup(Scene_Data *data)
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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_aabb(Eo *mesh_b, Eo *mesh_node)
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{
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Evas_Real x0, y0, z0, x1, y1, z1;
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eo_do(mesh_node, evas_3d_node_bounding_box_get(&x0, &y0, &z0, &x1, &y1, &z1));
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float vertices[] =
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{
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x0, y0, z1,
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x0, y1, z1,
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x1, y1, z1,
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x1, y0, z1,
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x0, y0, z0,
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x1, y0, z0,
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x0, y1, z0,
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x1, y1, z0,
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x0, y0, z0,
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x0, y1, z0,
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x0, y0, z1,
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x0, y1, z1,
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x1, y0, z0,
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x1, y1, z0,
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x1, y1, z1,
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x1, y0, z1,
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x0, y1, z0,
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x1, y1, z0,
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x0, y1, z1,
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x1, y1, z1,
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x0, y0, z0,
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x1, y0, z0,
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x1, y0, z1,
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x0, y0, z1
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};
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unsigned short indices[] =
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{
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0, 1, 2, 3, 1, 2, 0, 3,
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4, 5, 5, 7, 7, 6, 6, 4,
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8, 9, 9, 11, 11, 10, 10, 8,
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12, 13, 13, 14, 14, 15, 15, 12,
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16, 17, 17, 19, 19, 18, 18, 16,
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20, 21, 21, 22, 22, 23, 23, 20
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};
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float *cube_vertices = (float *) malloc(1 * sizeof(vertices));
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unsigned short *cube_indices = (unsigned short *) malloc(1 * sizeof(indices));
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memcpy(cube_vertices, vertices, sizeof(vertices));
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memcpy(cube_indices, indices, sizeof(indices));
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eo_do(mesh_b,
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evas_3d_mesh_vertex_count_set(24));
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eo_do(mesh_b,
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
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3 * sizeof(float),
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&cube_vertices[ 0]),
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evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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48, &cube_indices[0]));
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free(cube_vertices);
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free(cube_indices);
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}
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static void
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_set_ball(Eo *mesh, double r, double x, double y, double z, int p)
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{
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int vcount, icount, vccount, i, j;
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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unsigned short *indices, *index;
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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dtheta = M_PI / p;
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dfi = 2 * M_PI / p;
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vec3 *vertices = malloc(sizeof(vec3) * vcount);
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vec3 *normals = malloc(sizeof(vec3) * vcount);
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for (j = 0; j < vccount; j++)
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{
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theta = j * dtheta;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * dfi;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = r * sinth * cosfi + x;
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vertices[i + j * vccount].y = r * sinth * sinfi + y;
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vertices[i + j * vccount].z = r * costh + z;
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normals[i + j * vccount].x = sinth * cosfi;
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normals[i + j * vccount].y = sinth * sinfi;
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normals[i + j * vccount].z = costh;
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}
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}
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indices = malloc(sizeof(short) * icount);
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index = &indices[0];
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for(j = 0; j < p; j++)
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for(i = 0; i < p; i++)
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{
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*index++ = (unsigned short)(i + vccount * j);
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*index++ = i + vccount * (j + 1);
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*index++ = i + 1 + vccount * (j + 1);
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*index++ = i + vccount * j;
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*index++ = i + 1 + vccount * j;
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*index++ = i + vccount * (j + 1) + 1;
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}
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eo_do(mesh,
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evas_3d_mesh_vertex_count_set(vcount),
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_POSITION,
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sizeof(vec3), &vertices[0]),
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evas_3d_mesh_frame_vertex_data_copy_set(0, EVAS_3D_VERTEX_NORMAL,
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sizeof(vec3), &normals[0]),
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evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
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icount , &indices[0]));
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free(vertices);
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free(normals);
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free(indices);
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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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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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data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
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eo_do(data->mesh,
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evas_3d_mesh_frame_add(0);
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES);
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_aabb = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_add_cube_frame(data->mesh_aabb, 0);
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eo_do(data->mesh_aabb,
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
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evas_3d_mesh_frame_material_set(0, data->material));
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data->mesh_sphere = eo_add(EVAS_3D_MESH_CLASS, evas);
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evas_3d_add_sphere_frame(data->mesh_sphere, 0, 20, tex_scale);
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eo_do(data->mesh_sphere,
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_LINES),
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evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE),
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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(EVAS_3D_NODE_CLASS, evas, 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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eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh_aabb));
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}
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static void
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