#include "extantz.h" Eina_Bool animateScene(globals *ourGlobals) { ExtantzStuffs *e; EINA_CLIST_FOR_EACH_ENTRY(e, &ourGlobals->stuffs, ExtantzStuffs, node) { if (e->animateStuffs) e->animateStuffs(e); } return EINA_TRUE; } 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_text_set(scene->image, ""); 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 = NULL; // Set the focus onto us. elm_object_focus_set(o, EINA_TRUE); 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 : "); if (scene->clickCb) scene->clickCb(n, e, o, einfo); } 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); } Scene_Data *scenriAdd(Evas_Object *win) { Scene_Data *scene; Evas_Object *evas, *temp; int w, h; evas = evas_object_evas_get(win); eo_do(win, evas_obj_size_get(&w, &h)); scene = calloc(1, sizeof(Scene_Data)); scene->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE)); scene->scene = eo_add(EVAS_3D_SCENE_CLASS, evas, evas_3d_scene_root_node_set(scene->root_node), evas_3d_scene_size_set(w, h), evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0) ); // Add an image object for 3D scene rendering. // Any colour or texture applied to this window gets applied to the scene, including transparency. // Interestingly enough, the position and size of the render seems to NOT depend on the position and size of this image? // Note that we can't reuse the windows background image, Evas_3D needs both images. scene->image = eo_add(ELM_OBJ_IMAGE_CLASS, win, 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() ); elm_object_tooltip_text_set(scene->image, ""); elm_object_tooltip_hide(scene->image); scene->camera_node = cameraAdd(evas, scene, scene->image); scene->light = eo_add(EVAS_3D_LIGHT_CLASS, evas, 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 = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT), evas_3d_node_light_set(scene->light), 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) ); eo_do(scene->root_node, evas_3d_node_member_add(scene->light_node)); eo_do(temp, evas_obj_image_scene_set(scene->scene)); // Elm can't seem to be able to tell us WHERE an image was clicked, so use raw Evas callbacks instead. evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_MOVE, _on_mouse_move, scene); evas_object_event_callback_add(temp, EVAS_CALLBACK_MOUSE_DOWN, _on_mouse_down, scene); elm_win_resize_object_add(win, scene->image); return scene; } void scenriDel(Scene_Data *scene) { // TODO - I should probably free up all this Evas_3D stuff. Oddly Eo doesn't bitch about it, only valgrind. // Eo bitches if they are unref'd here. // So either Eo or valgrind bitches, depending on what I do. I'll leave them commented out, let valgrind bitch, and blame Evas_3D. // eo_unref(scene->light_node); // eo_unref(scene->light); // TODO - Should have a separate cameraDel() for these. free(scene->move); // eo_unref(scene->camera_node); eo_unref(scene->image); eo_unref(scene->scene); // eo_unref(scene->root_node); free(scene); } 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; } } } } void stuffsSetup(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 - 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); } 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), evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, EVAS_3D_TEXTURE_FILTER_LINEAR), // Only for sphere originally. evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_NEAREST, EVAS_3D_TEXTURE_FILTER_NEAREST), // Only for sonic originally. evas_3d_texture_wrap_set(EVAS_3D_WRAP_MODE_REPEAT, EVAS_3D_WRAP_MODE_REPEAT) ); 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 { eina_accessor_data_get(stuffs->aTexture, 0, (void **) &t); mi = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas, evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, t), 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), // Not for sphere originally. 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) ); eina_array_push(stuffs->materials, mi); } // 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); } else if (MT_SPHERE == stuffs->stuffs.details.mesh->type) { _sphere_init(100); eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); me = 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, mi), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE) ); eina_array_push(stuffs->mesh, me); } else { eina_accessor_data_get(stuffs->aMaterial, 0, (void **) &mi); snprintf(buf, sizeof(buf), "%s/%s", prefix_data_get(), stuffs->stuffs.details.mesh->fileName); me = 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, mi), evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG) ); eina_array_push(stuffs->mesh, me); } 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_orientation_set(stuffs->stuffs.details.mesh->rot.x, stuffs->stuffs.details.mesh->rot.y, stuffs->stuffs.details.mesh->rot.z, stuffs->stuffs.details.mesh->rot.w), 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)); } ExtantzStuffs *addStuffs(char *uuid, char *name, char *description, char *owner, char *file, MeshType type, float px, float py, float pz, float rx, float ry, float rz, float rw) { ExtantzStuffs *result = calloc(1, sizeof(ExtantzStuffs)); // TODO - using Eina arrays of any sort seems a bit heavy, might be better to just count and realloc? result->materials = eina_array_new(3); result->mesh = eina_array_new(3); result->textures = eina_array_new(3); result->aMaterial = eina_array_accessor_new(result->materials); result->aMesh = eina_array_accessor_new(result->mesh); result->aTexture = eina_array_accessor_new(result->textures); result->stuffs.details.mesh = calloc(1, sizeof(Mesh)); result->stuffs.details.mesh->materials = eina_inarray_new(sizeof(Material), 1); result->stuffs.details.mesh->parts = eina_inarray_new(sizeof(Mesh), 1); strcpy(result->stuffs.UUID, uuid); strcpy(result->stuffs.name, name); strcpy(result->stuffs.description, description); strcpy(result->stuffs.owner, owner); strcpy(result->stuffs.details.mesh->fileName, file); result->stuffs.details.mesh->type = type; result->stuffs.details.mesh->pos.x = px; result->stuffs.details.mesh->pos.y = py; result->stuffs.details.mesh->pos.z = pz; result->stuffs.details.mesh->rot.x = rx; result->stuffs.details.mesh->rot.y = ry; result->stuffs.details.mesh->rot.z = rz; result->stuffs.details.mesh->rot.w = rw; return result; } void addMaterial(ExtantzStuffs *e, int face, TextureType type, char *file) { Material *result = calloc(1, sizeof(Material)); // face -1 means "all of them I think". result->face = face; result->type = type; strcpy(result->texture, file); eina_inarray_push(e->stuffs.details.mesh->materials, result); } void Evas_3D_Demo_fini(globals *ourGlobals) { free(sphere_vertices); free(sphere_indices); }