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-rw-r--r--src/extantz/camera.c35
1 files changed, 20 insertions, 15 deletions
diff --git a/src/extantz/camera.c b/src/extantz/camera.c
index ba960d4..bbf8b01 100644
--- a/src/extantz/camera.c
+++ b/src/extantz/camera.c
@@ -28,22 +28,26 @@ Eina_Bool animateCamera(Scene_Data *scene)
28{ 28{
29 Eina_Quaternion rotate, orient, result, move; 29 Eina_Quaternion rotate, orient, result, move;
30 Evas_Real x, y, z; 30 Evas_Real x, y, z;
31 Eo *n = scene->avatar_node;
31 32
32 eo_do(scene->camera_node, evas_canvas3d_node_orientation_get(EVAS_CANVAS3D_SPACE_PARENT, &orient.x, &orient.y, &orient.z, &orient.w));
33 euler_to_quaternion(&rotate, DEGREE_TO_RADIAN(scene->move->r), DEGREE_TO_RADIAN(scene->move->s), DEGREE_TO_RADIAN(scene->move->p)); 33 euler_to_quaternion(&rotate, DEGREE_TO_RADIAN(scene->move->r), DEGREE_TO_RADIAN(scene->move->s), DEGREE_TO_RADIAN(scene->move->p));
34 eina_quaternion_mul(&result, &orient, &rotate); 34 eina_quaternion_mul(&result, &orient, &rotate);
35 eina_quaternion_normalized(&result, &result); 35 eina_quaternion_normalized(&result, &result);
36 eo_do(scene->camera_node, evas_canvas3d_node_orientation_set(result.x, result.y, result.z, result.w)); 36 if (n)
37 {
38 evas_canvas3d_node_orientation_get(n, EVAS_CANVAS3D_SPACE_PARENT, &orient.x, &orient.y, &orient.z, &orient.w);
39 evas_canvas3d_node_orientation_set(n, result.x, result.y, result.z, result.w);
37 40
38 eina_quaternion_set(&move, scene->move->x, scene->move->y, scene->move->z, 0); 41 eina_quaternion_set(&move, scene->move->x, scene->move->y, scene->move->z, 0);
39 eo_do(scene->camera_node, evas_canvas3d_node_position_get(EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z));
40 eina_quaternion_mul(&rotate, &result, &move); 42 eina_quaternion_mul(&rotate, &result, &move);
41 eina_quaternion_conjugate(&result, &result); 43 eina_quaternion_conjugate(&result, &result);
42 eina_quaternion_mul(&move, &rotate, &result); 44 eina_quaternion_mul(&move, &rotate, &result);
43 x += move.x; 45 x += move.x;
44 y += move.y; 46 y += move.y;
45 z += move.z; 47 z += move.z;
46 eo_do(scene->camera_node, evas_canvas3d_node_position_set(x, y, z)); 48 evas_canvas3d_node_position_get(n, EVAS_CANVAS3D_SPACE_PARENT, &x, &y, &z);
49 evas_canvas3d_node_position_set(n, x, y, z);
50 }
47 51
48 return EINA_TRUE; 52 return EINA_TRUE;
49} 53}
@@ -204,19 +208,20 @@ Eo *cameraAdd(Evas *evas, Scene_Data *scene, Evas_Object *image)
204 Eo *camera; 208 Eo *camera;
205 209
206 camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas, 210 camera = eo_add(EVAS_CANVAS3D_CAMERA_CLASS, evas,
207 evas_canvas3d_camera_projection_perspective_set(90.0, 1.0, 1.0, 1024.0) 211 evas_canvas3d_camera_projection_perspective_set(eoid, 90.0, 1.0, 1.0, 1024.0)
208 ); 212 );
209 213
210 result = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas, evas_canvas3d_node_constructor(EVAS_CANVAS3D_NODE_TYPE_CAMERA), 214 result = eo_add(EVAS_CANVAS3D_NODE_CLASS, evas,
211 evas_canvas3d_node_camera_set(camera), 215 evas_canvas3d_node_constructor(eoid, EVAS_CANVAS3D_NODE_TYPE_CAMERA),
212 evas_canvas3d_node_position_set(0.0, 4.0, 8.0), 216 evas_canvas3d_node_camera_set(eoid, camera),
213// evas_canvas3d_node_look_at_set(EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0), 217 evas_canvas3d_node_position_set(eoid, 0.0, 4.0, 8.0),
214 evas_canvas3d_node_orientation_set(0.0, 0.0, 0.0, 1.0) 218// evas_canvas3d_node_look_at_set(eoid, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_CANVAS3D_SPACE_PARENT, 0.0, 1.0, 0.0),
215 ); 219 evas_canvas3d_node_orientation_set(eoid, 0.0, 0.0, 0.0, 1.0)
220 );
216// eo_unref(camera); 221// eo_unref(camera);
217 222
218 eo_do(scene->root_node, evas_canvas3d_node_member_add(result)); 223 evas_canvas3d_node_member_add(scene->root_node, result);
219 eo_do(scene->scene, evas_canvas3d_scene_camera_node_set(result)); 224 evas_canvas3d_scene_camera_node_set(scene->scene, result);
220 225
221 scene->move = calloc(1, sizeof(cameraMove)); 226 scene->move = calloc(1, sizeof(cameraMove));
222 // In this code, we are making our own camera, so grab it's input when we are focused. 227 // In this code, we are making our own camera, so grab it's input when we are focused.