#include "extantz.h" 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, }; 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_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 void _animateCube(ExtantzStuffs *stuffs) { static float angle = 0.0f; static int frame = 0; static int inc = 1; Evas_3D_Mesh *m; eina_accessor_data_get(stuffs->aMesh, 0, (void **) &m); 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(stuffs->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0), evas_3d_node_mesh_frame_set(m, frame) ); } Eina_Bool _animate_scene(globals *ourGlobals) { static float earthAngle = 0.0f; static int sonicFrame = 0; ExtantzStuffs *e; Scene_Data *scene = ourGlobals->scene; EINA_CLIST_FOR_EACH_ENTRY(e, &ourGlobals->stuffs, ExtantzStuffs, node) { if (e->animateStuffs) e->animateStuffs(e); } // 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(earthAngle, 0.0, 1.0, 0.0) ); return EINA_TRUE; } static void _sonic_setup(globals *ourGlobals, Scene_Data *scene) { char buf[PATH_MAX]; // Setup an MD2 mesh. snprintf(buf, sizeof(buf), "%s/sonic.png", prefix_data_get()); scene->texture2 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_file_set(buf, 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) ); scene->material2 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, 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) ); snprintf(buf, sizeof(buf), "%s/sonic.md2", prefix_data_get()); scene->mesh2 = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, buf, NULL), evas_3d_mesh_frame_material_set(0, scene->material2), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) ); scene->mesh2_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), eo_key_data_set("Name", "sonic", NULL), evas_3d_node_position_set(0.0, 0.0, 0.0), evas_3d_node_orientation_set(-0.7071067811865475, 0.0, 0.0, 0.7071067811865475), evas_3d_node_mesh_add(scene->mesh2) ); eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh2_node)); } static void _earth_setup(globals *ourGlobals, Scene_Data *scene) { char buf[PATH_MAX]; // Setup earth material. snprintf(buf, sizeof(buf), "%s/EarthDiffuse.png", prefix_data_get()); scene->texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_file_set(buf, NULL), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR) ); scene->material3 = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, 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, 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), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) ); scene->mesh3_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), eo_key_data_set("Name", "earth", NULL), evas_3d_node_position_set(0.0, 0.0, 0.0), evas_3d_node_mesh_add(scene->mesh3) ); eo_do(scene->root_node, evas_3d_node_member_add(scene->mesh3_node)); } /* For now lets just pretend we got stuffs sent from our love. Stuffs = { name = "Test sim", description = 'onefangs test SledjHamr sim.', -- owner = '12345678-1234-4321-abcd-0123456789ab', details = { stuffs = { Mesh = { fileName = 'onefang%27s%20test%20bed.omg', pos = {0.0, 4.0, 10.0}, size = {1.0, 1.0, 1.0}, rot = {1.0, 0.0, 0.0, 0.0}, }, Mesh = { fileName = 'sonic.omg', pos = {0.0, 0.0, 0.0}, size = {1.0, 1.0, 1.0}, rot = {-0.7071067811865475, 0.0, 0.0, 0.7071067811865475}, }, Mesh = { fileName = 'earth.omg', pos = {0.0, 0.0, 0.0}, size = {1.0, 1.0, 1.0}, rot = {1.0, 0.0, 0.0, 0.0}, }, }, }, } Stuffs = { name = "onefang's test bed", description = 'Just a pretend bed with MLP scripts for testing SledjHamr.', -- owner = '12345678-1234-4321-abcd-0123456789ab', details = { Mesh = { kind = 'cube', materials = {'normal_lego.png'}, }, }, } Stuffs = { name = "onefang's left testicle", description = 'Just a pretend world for testing SledjHamr.', -- owner = '12345678-1234-4321-abcd-0123456789ab', details = { Mesh = { kind = 'sphere', -- insert prim parameters here materials = {'EarthDiffuse.png'}, }, }, } Stuffs = { name = "Sonic the bed hog.", description = 'Just a pretend avatar for testing SledjHamr.', -- owner = '12345678-1234-4321-abcd-0123456789ab', details = { Mesh = { fileName = 'sonic.md2', materials = {'sonic.png'}, }, }, } */ void stuffs_setup(ExtantzStuffs *stuffs, globals *ourGlobals, Scene_Data *scene, int fake) { char buf[PATH_MAX]; Material *m; Evas_3D_Texture *t, *t1, *ti; Evas_3D_Material *mi, *mj; Evas_3D_Mesh *me; // TODO - using Eina arrays of any sort seems a bit heavy, might be better to just count and realloc? stuffs->materials = eina_array_new(3); stuffs->mesh = eina_array_new(3); stuffs->textures = eina_array_new(3); stuffs->aMaterial = eina_array_accessor_new(stuffs->materials); stuffs->aMesh = eina_array_accessor_new(stuffs->mesh); stuffs->aTexture = eina_array_accessor_new(stuffs->textures); // TODO - These examples just don't fit neatly into anything I can whip up quickly as a data format. // So just fake it for now, and expand the data format later. // Textures if (1 == fake) { t = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels0[0]) ); eina_array_push(stuffs->textures, t); t1 = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_data_set(EVAS_3D_COLOR_FORMAT_RGBA, EVAS_3D_PIXEL_FORMAT_8888, 4, 4, &pixels1[0]) ); eina_array_push(stuffs->textures, t1); } else if (2 == fake) { } else if (3 == fake) { } EINA_INARRAY_FOREACH(stuffs->stuffs.details.mesh->materials, m) { snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), m->texture); ti = eo_add(EVAS_3D_TEXTURE_CLASS, ourGlobals->evas, evas_3d_texture_file_set(buf, NULL)); eina_array_push(stuffs->textures, ti); } // Materials. if (1 == fake) { eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t); mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, 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), evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t) ); eina_array_push(stuffs->materials, mi); eina_accessor_data_get(stuffs->aTexture, 1, (void **) &t1); eina_accessor_data_get(stuffs->aTexture, 2, (void **) &ti); mj = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, 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), evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t1), evas_3d_material_texture_set(EVAS_3D_MATERIAL_NORMAL, ti) ); eina_array_push(stuffs->materials, mj); } else if (2 == fake) { } else if (3 == fake) { } // Meshes // TODO - Write real generic cube and sphere stuff later. if (MT_CUBE == stuffs->stuffs.details.mesh->type) { eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); eina_accessor_data_get(stuffs->aMaterial, 1, (void **) &mj); me = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas, 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, mi), evas_3d_mesh_frame_add(20), evas_3d_mesh_frame_material_set(20, mj) ); eina_array_push(stuffs->mesh, me); stuffs->animateStuffs = (aniStuffs) _animateCube; } else if (MT_CUBE == stuffs->stuffs.details.mesh->type) { } else { } eina_accessor_data_get(stuffs->aMesh, 0, (void **) &me); stuffs->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, ourGlobals->evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH), eo_key_data_set("Name", stuffs->stuffs.name, NULL), evas_3d_node_position_set(stuffs->stuffs.details.mesh->pos.x, stuffs->stuffs.details.mesh->pos.y, stuffs->stuffs.details.mesh->pos.z), evas_3d_node_mesh_add(me) ); eo_do(scene->root_node, evas_3d_node_member_add(stuffs->mesh_node)); eina_clist_add_head(&(ourGlobals->stuffs), &(stuffs->node)); } Material bedMat; Mesh bedMesh; ExtantzStuffs eStuffs; void Evas_3D_Demo_add(globals *ourGlobals) { bedMat.face = -1; // face -1 means "all of them I think". bedMat.type = TT_NORMAL; sprintf(bedMat.texture, "normal_lego.png"); sprintf(bedMesh.fileName, "onefang%%27s%%20test%%20bed.omg"); bedMesh.type = MT_CUBE; bedMesh.pos.x = 0.0; bedMesh.pos.y = 4.0; bedMesh.pos.z = 10.0; bedMesh.rot.x = 1.0; bedMesh.rot.y = 0.0; bedMesh.rot.z = 0.0; bedMesh.rot.w = 0.0; bedMesh.materials = eina_inarray_new(sizeof(Material), 1); bedMesh.materials = eina_inarray_new(sizeof(Mesh), 1); eina_inarray_push(bedMesh.materials, &bedMat); sprintf(eStuffs.stuffs.UUID, FAKE_UUID); sprintf(eStuffs.stuffs.name, "onefang's test bed"); sprintf(eStuffs.stuffs.description, "Just a pretend bed with MLP scripts for testing SledjHamr."); sprintf(eStuffs.stuffs.owner, "12345678-1234-4321-abcd-0123456789ab"); eStuffs.stuffs.details.mesh = &bedMesh; ourGlobals->scene = scenriAdd(ourGlobals->win); stuffs_setup(&eStuffs, ourGlobals, ourGlobals->scene, 1); _sonic_setup(ourGlobals, ourGlobals->scene); _earth_setup(ourGlobals, ourGlobals->scene); } void Evas_3D_Demo_fini(globals *ourGlobals) { free(sphere_vertices); free(sphere_indices); }