forked from enlightenment/efl
281 lines
9.8 KiB
C
281 lines
9.8 KiB
C
/*
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* This example shows the mechanism of scene object adding (3D cube) to the widget button 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 evas3d_scene_on_button_example evas3d_scene_on_button_example.c -g `pkg-config --libs --cflags evas ecore eo elementary`
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*/
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#ifndef EFL_BETA_API_SUPPORT
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# define EFL_BETA_API_SUPPORT
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#endif
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#define WIDTH 500
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#define HEIGHT 500
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#define d_w 100
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#define d_h 100
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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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#include <stdio.h>
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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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} Scene_Data;
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Evas_Object *win = NULL;
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Evas_Object *btn = NULL;
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float d_angle = 0.5;
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static Evas *evas = NULL;
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static Eo *image = NULL;
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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 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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evas_canvas3d_node_orientation_angle_axis_set(scene->mesh_node, 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 = efl_add(EVAS_CANVAS3D_CAMERA_CLASS, evas);
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evas_canvas3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0);
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data->camera_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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, 0.0, 0.0, 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 = efl_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 =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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, 0.0, 0.0, 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 = efl_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 mesh. */
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data->mesh = efl_add(EVAS_CANVAS3D_MESH_CLASS, evas);
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evas_canvas3d_mesh_vertex_count_set(data->mesh, 24);
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evas_canvas3d_mesh_frame_add(data->mesh, 0);
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evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 12 * sizeof(float), &cube_vertices[ 0]);
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evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]);
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evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_COLOR, 12 * sizeof(float), &cube_vertices[ 6]);
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evas_canvas3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]);
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evas_canvas3d_mesh_index_data_set(data->mesh, EVAS_CANVAS3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]);
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evas_canvas3d_mesh_vertex_assembly_set(data->mesh, EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES);
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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 =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, 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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data->scene = efl_add(EVAS_CANVAS3D_SCENE_CLASS, evas);
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evas_canvas3d_scene_size_set(data->scene, WIDTH - d_w, HEIGHT - d_h);
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evas_canvas3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0);
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data->root_node =
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efl_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_type_set(efl_added, EVAS_CANVAS3D_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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evas_canvas3d_scene_root_node_set(data->scene, data->root_node);
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evas_canvas3d_scene_camera_node_set(data->scene, data->camera_node);
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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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Scene_Data *d = (Scene_Data *)data;
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evas_canvas3d_node_scale_set(d->mesh_node, 0.97, 0.97, 0.97);
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if (ev->button == 1)
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{
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if (evas_canvas3d_scene_exist(d->scene, (ev->canvas.x - (d_w / 2)), (ev->canvas.y - (d_h / 2)), d->mesh_node))
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{
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d_angle = 0;
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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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evas_canvas3d_node_scale_set(d->mesh_node, 1.0, 1.0, 1.0);
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}
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EAPI_MAIN int
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elm_main(int argc EINA_UNUSED, char **argv EINA_UNUSED)
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{
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Scene_Data data;
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elm_config_accel_preference_set("3d");
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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("evas3d-scene-button", "3d object on the button");
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if (!win) return 0;
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elm_win_autodel_set(win, EINA_TRUE);
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evas = evas_object_evas_get(win);
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if (!evas) return 0;
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_scene_setup(&data);
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image = efl_add(EFL_CANVAS_SCENE3D_CLASS, evas);
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efl_gfx_entity_visible_set(image, EINA_TRUE);
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/* Set the image object as render target for 3D scene. */
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efl_canvas_scene3d_set(image, data.scene);
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/* Setup scene to the widget button. */
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btn = elm_button_add(win);
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elm_object_content_set(btn, image);
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evas_object_resize(btn, (WIDTH - d_w), (HEIGHT - d_h));
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evas_object_move(btn, (d_w / 2), (d_h / 2));
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evas_object_show(btn);
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evas_object_event_callback_add(btn, EVAS_CALLBACK_MOUSE_DOWN, _stop_scene,
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&data);
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evas_object_event_callback_add(btn, EVAS_CALLBACK_MOUSE_UP, _play_scene,
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&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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evas_object_resize(win, WIDTH, HEIGHT);
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evas_object_show(win);
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/* Enter main loop. */
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elm_run();
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return 0;
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}
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ELM_MAIN()
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