#include "extantz.h" typedef struct _Scene_Data { Evas_Object *image; // Our Elm image. Evas_3D_Scene *scene; Evas_3D_Node *root_node; Evas_3D_Node *camera_node; Evas_3D_Node *light_node; Evas_3D_Camera *camera; Evas_3D_Light *light; Evas_3D_Mesh *mesh; Evas_3D_Node *mesh_node; Evas_3D_Material *material0; Evas_3D_Material *material1; Evas_3D_Texture *texture0; Evas_3D_Texture *texture1; Evas_3D_Texture *texture_normal; Evas_3D_Mesh *mesh2; Evas_3D_Node *mesh2_node; Evas_3D_Material *material2; Evas_3D_Texture *texture2; Evas_3D_Mesh *mesh3; Evas_3D_Node *mesh3_node; Evas_3D_Material *material3; Evas_3D_Texture *texture_diffuse; } Scene_Data; static Scene_Data ourScene; static const float cube_vertices[] = { /* Front */ -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, /* Back */ 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, /* Left */ -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, /* Right */ 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, /* Top */ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, /* Bottom */ 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, }; static const unsigned short cube_indices[] = { /* Front */ 0, 1, 2, 2, 1, 3, /* Back */ 4, 5, 6, 6, 5, 7, /* Left */ 8, 9, 10, 10, 9, 11, /* Right */ 12, 13, 14, 14, 13, 15, /* Top */ 16, 17, 18, 18, 17, 19, /* Bottom */ 20, 21, 22, 22, 21, 23 }; static const unsigned int pixels0[] = { 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000, 0xff0000ff, 0xff0000ff, 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, 0xff000000, 0xff000000, }; static const unsigned int pixels1[] = { 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00, 0xffff0000, 0xffff0000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, }; typedef struct _vec4 { float x; float y; float z; float w; } vec4; 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 int vertex_count = 0; static vertex *sphere_vertices = NULL; static int index_count = 0; static unsigned short *sphere_indices = NULL; 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() { if (sphere_vertices) free(sphere_vertices); if (sphere_indices) free(sphere_indices); } 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. */ sphere_vertices = malloc(sizeof(vertex) * vertex_count); sphere_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 = &sphere_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 = &sphere_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 = &sphere_vertices[sphere_indices[i + 0]]; vertex *v1 = &sphere_vertices[sphere_indices[i + 1]]; vertex *v2 = &sphere_vertices[sphere_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 = &sphere_vertices[i * (precision + 1) + j]; v->tangent = sphere_vertices[i * (precision + 1)].tangent; } } } } static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; static float earthAngle = 0.0f; static int frame = 0; static int inc = 1; static int sonicFrame = 0; Scene_Data *scene = (Scene_Data *)data; // Animate cube. angle += 0.5; if (angle > 360.0) angle -= 360.0f; frame += inc; if (frame >= 20) inc = -1; else if (frame <= 0) inc = 1; eo_do(scene->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0), evas_3d_node_mesh_frame_set(scene->mesh, frame) ); // Animate sonic. sonicFrame += 32; if (sonicFrame > 256 * 50) sonicFrame = 0; eo_do(scene->mesh2_node, evas_3d_node_mesh_frame_set(scene->mesh2, sonicFrame) ); // Animate earth. earthAngle += 0.3; if (earthAngle > 360.0) earthAngle -= 360.0f; eo_do(scene->mesh3_node, evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0) ); return EINA_TRUE; } static void _camera_setup(globals *ourGlobals, Scene_Data *scene) { scene->camera = eo_add(EVAS_3D_CAMERA_CLASS, ourGlobals->evas); eo_do(scene->camera, evas_3d_camera_projection_perspective_set(60.0, 1.0, 1.0, 500.0) ); scene->camera_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_CAMERA); eo_do(scene->camera_node, evas_3d_node_camera_set(scene->camera) ); eo_do(scene->root_node, evas_3d_node_member_add(scene->camera_node)); eo_do(scene->camera_node, evas_3d_node_position_set(50.0, 0.0, 20.0), evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0) ); } static void _light_setup(globals *ourGlobals, Scene_Data *scene) { scene->light = eo_add(EVAS_3D_LIGHT_CLASS, ourGlobals->evas); eo_do(scene->light, evas_3d_light_ambient_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0), evas_3d_light_directional_set(EINA_TRUE) ); scene->light_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_LIGHT); eo_do(scene->light_node, evas_3d_node_light_set(scene->light) ); eo_do(scene->root_node, evas_3d_node_member_add(scene->light_node) ); eo_do(scene->light_node, evas_3d_node_position_set(1000.0, 0.0, 1000.0), 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) ); } static void _cube_setup(globals *ourGlobals, Scene_Data *scene) { // Setup cube materials. scene->material0 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); scene->material1 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); eo_do(scene->material0, 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_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(100.0) ); eo_do(scene->material1, 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_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE), evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0), evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), evas_3d_material_shininess_set(100.0) ); scene->texture0 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); scene->texture1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); scene->texture_normal = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); eo_do(scene->texture0, evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]) ); eo_do(scene->texture1, evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]) ); eo_do(scene->texture_normal, evas_3d_texture_file_set("media/normal_lego.png", NULL)); eo_do(scene->material0, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture0)); eo_do(scene->material1, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture1)); eo_do(scene->material1, evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, scene->texture_normal)); // Setup CUBE mesh. scene->mesh = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); eo_do(scene->mesh, evas_3d_mesh_vertex_count_set(24), evas_3d_mesh_frame_add(0), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, 12 * sizeof(float), &cube_vertices[ 0]), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, 12 * sizeof(float), &cube_vertices[ 6]), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]), evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]), evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_NORMAL_MAP), evas_3d_mesh_frame_material_set(0, scene->material0), evas_3d_mesh_frame_add(20), evas_3d_mesh_frame_material_set(20, scene->material1) ); scene->mesh_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh_node)); eo_do(scene->mesh_node, eo_key_data_set("Name", "cube", NULL), evas_3d_node_position_set(40.0, 3.5, 23.0), evas_3d_node_mesh_add(scene->mesh) ); } static void _sonic_setup(globals *ourGlobals, Scene_Data *scene) { // Setup an MD2 mesh. scene->mesh2 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); eo_do(scene->mesh2, evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "media/sonic.md2", NULL) ); scene->material2 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); eo_do(scene->mesh2, evas_3d_mesh_frame_material_set(0, scene->material2) ); scene->texture2 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); eo_do(scene->texture2, evas_3d_texture_file_set("media/sonic.png", NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT) ); eo_do(scene->material2, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->texture2), 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_enable_set(EVAS_3D_MATERIAL_NORMAL, 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) ); scene->mesh2_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh2_node) ); eo_do(scene->mesh2_node, eo_key_data_set("Name", "sonic", NULL), evas_3d_node_mesh_add(scene->mesh2) ); eo_do(scene->mesh2, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) ); } static void _earth_setup(globals *ourGlobals, Scene_Data *scene) { // Setup earth material. scene->material3 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); scene->texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas); eo_do(scene->texture_diffuse, evas_3d_texture_file_set("media/EarthDiffuse.png", NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR)); eo_do(scene->material3, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, scene->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)); // Setup earth mesh. _sphere_init(100); scene->mesh3 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); eo_do(scene->mesh3, 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), &sphere_vertices[0].position), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, sizeof(vertex), &sphere_vertices[0].normal), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT, sizeof(vertex), &sphere_vertices[0].tangent), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, sizeof(vertex), &sphere_vertices[0].color), evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, sizeof(vertex), &sphere_vertices[0].texcoord), evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, index_count, &sphere_indices[0]), evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES), evas_3d_mesh_frame_material_set(0, scene->material3) ); scene->mesh3_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh3_node) ); eo_do(scene->mesh3_node, eo_key_data_set("Name", "earth", NULL), evas_3d_node_position_set(40.0, -3.5, 23.0), evas_3d_node_mesh_add(scene->mesh3) ); eo_do(scene->mesh3, evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) ); } static void _scene_setup(globals *ourGlobals, Scene_Data *scene) { scene->scene = eo_add(EVAS_3D_SCENE_CLASS, ourGlobals->evas); eo_do(scene->scene, evas_3d_scene_size_set(512, 512), evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0) ); // TODO - I have no idea how this should work. // It seems the people that wrote the examples don't know either. lol // scene->root_node = eo_add(EVAS_3D_NODE_CLASS, ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); scene->root_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); _camera_setup(ourGlobals, scene); _light_setup(ourGlobals, scene); _cube_setup(ourGlobals, scene); _sonic_setup(ourGlobals, scene); _earth_setup(ourGlobals, scene); eo_do(scene->scene, evas_3d_scene_root_node_set(scene->root_node), evas_3d_scene_camera_node_set(scene->camera_node) ); } static void _on_mouse_move(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) { Scene_Data *scene = data; Evas_Event_Mouse_Move *ev = einfo; 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; char *name = NULL; evas_object_geometry_get(o, &x, &y, &w, &h); obj_x = ev->cur.canvas.x - x; obj_y = ev->cur.canvas.y - y; eo_do(scene->scene, evas_3d_scene_size_get(&scene_w, &scene_h)); scene_x = obj_x * scene_w / (Evas_Real)w; scene_y = obj_y * scene_h / (Evas_Real)h; eo_do(scene->scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t)); if (pick) name = evas_object_data_get(n, "Name"); // This is a raw Evas callback, on the Elm image internal Evas_Object. // So we need to get the Elm Image back from the raw Evas_Object. // Which is why we stuffed it in the scene structure. if (name) { elm_object_tooltip_text_set(scene->image, name); elm_object_tooltip_show(scene->image); } else elm_object_tooltip_hide(scene->image); } static void _on_mouse_down(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo) { Scene_Data *scene = data; Evas_Event_Mouse_Down *ev = einfo; 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; char *name; evas_object_geometry_get(o, &x, &y, &w, &h); obj_x = ev->canvas.x - x; obj_y = ev->canvas.y - y; eo_do(scene->scene, evas_3d_scene_size_get(&scene_w, &scene_h)); scene_x = obj_x * scene_w / (Evas_Real)w; scene_y = obj_y * scene_h / (Evas_Real)h; eo_do(scene->scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t)); if (pick) { name = evas_object_data_get(n, "Name"); printf("Picked : "); } else printf("Not picked : "); if (NULL == name) name = ""; printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) texcoord(%f, %f) " "node(%p) %s 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, name, m); } void Evas_3D_Demo_add(globals *ourGlobals) { Evas_Object *obj, *temp; _scene_setup(ourGlobals, &ourScene); // Add a background image object. obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals->win); eo_do(obj, evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND), elm_obj_image_fill_outside_set(EINA_TRUE), elm_obj_image_file_set("media/sky_01.jpg", NULL), evas_obj_visibility_set(EINA_TRUE) ); elm_win_resize_object_add(ourGlobals->win, obj); eo_unref(obj); // Add an image object for 3D scene rendering. obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals->win); ourScene.image = obj; eo_do(obj, evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND), elm_obj_image_fill_outside_set(EINA_TRUE), evas_obj_visibility_set(EINA_TRUE), temp = elm_obj_image_object_get() ); eo_do(temp, evas_obj_image_scene_set(ourScene.scene) ); elm_object_tooltip_text_set(obj, ""); elm_object_tooltip_hide(obj); // Elm can't seem to be able to tell us WHERE an image was clicked, so use raw Evas calbacks instead. evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_MOVE, _on_mouse_move, &ourScene); evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, &ourScene); elm_win_resize_object_add(ourGlobals->win, obj); // Add animation timer callback. ecore_timer_add(0.016, _animate_scene, &ourScene); }