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#include "extantz.h"
#include "evas_3d_utils.h"
static inline void evas_euler_to_quaternion(Evas_Vec4 *out, Evas_Vec3 *in)
{
// Assuming the angles are in radians.
Evas_Real c1 = cos(in->y / 2.0); // heading (yaw/spin) .. y
Evas_Real s1 = sin(in->y / 2.0);
Evas_Real c2 = cos(in->z / 2.0); // attitude (pitch) .. x
Evas_Real s2 = sin(in->z / 2.0);
Evas_Real c3 = cos(in->x / 2.0); // bank (roll) .. z
Evas_Real s3 = sin(in->x / 2.0);
Evas_Real c1c2 = c1 * c2;
Evas_Real s1s2 = s1 * s2;
out->w =c1c2 * c3 - s1s2 * s3;
out->x =c1c2 * s3 + s1s2 * c3;
out->y =s1 * c2 * c3 + c1 * s2 * s3;
out->z =c1 * s2 * c3 - s1 * c2 * s3;
}
static inline void evas_quaternion_normalise(Evas_Vec4 *in)
{
Evas_Real n = sqrt(in->x * in->x + in->y * in->y + in->z * in->z + in->w * in->w);
in->x /= n;
in->y /= n;
in->z /= n;
in->w /= n;
}
static inline void evas_quaternion_multiply(Evas_Vec4 *out, const Evas_Vec4 *q1, const Evas_Vec4 *q2)
{
out->x = q1->x * q2->w + q1->y * q2->z - q1->z * q2->y + q1->w * q2->x;
out->y = -q1->x * q2->z + q1->y * q2->w + q1->z * q2->x + q1->w * q2->y;
out->z = q1->x * q2->y - q1->y * q2->x + q1->z * q2->w + q1->w * q2->z;
out->w = -q1->x * q2->x - q1->y * q2->y - q1->z * q2->z + q1->w * q2->w;
}
static inline void evas_quaternion_conjugate(Evas_Vec4 *in)
{
in->x = -in->x;
in->y = -in->y;
in->z = -in->z;
in->w = in->w;
}
Eina_Bool animateCamera(Scene_Data *scene)
{
Evas_Vec3 pos, rotate;
Evas_Vec4 orient, rotateQ, result, move;
evas_vec3_set(&rotate, DEGREE_TO_RADIAN(scene->move->r), DEGREE_TO_RADIAN(scene->move->s), DEGREE_TO_RADIAN(scene->move->p));
eo_do(scene->camera_node, evas_3d_node_orientation_get(EVAS_3D_SPACE_PARENT, &orient.x, &orient.y, &orient.z, &orient.w));
evas_euler_to_quaternion(&rotateQ, &rotate);
evas_quaternion_multiply(&result, &orient, &rotateQ);
evas_quaternion_normalise(&result);
eo_do(scene->camera_node, evas_3d_node_orientation_set(result.x, result.y, result.z, result.w));
evas_vec4_set(&move, scene->move->x, scene->move->y, scene->move->z, 0);
eo_do(scene->camera_node, evas_3d_node_position_get(EVAS_3D_SPACE_PARENT, &pos.x, &pos.y, &pos.z));
evas_quaternion_multiply(&rotateQ, &result, &move);
evas_quaternion_conjugate(&result);
evas_quaternion_multiply(&move, &rotateQ, &result);
pos.x += move.x;
pos.y += move.y;
pos.z += move.z;
eo_do(scene->camera_node, evas_3d_node_position_set(pos.x, pos.y, pos.z));
return EINA_TRUE;
}
static void _on_camera_input_down(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
cameraMove *move = data;
Evas_Event_Key_Down *ev = event_info;
if (move)
{
// TODO - Careful, gld->move MIGHT be read at the other end by another thread. MIGHT, coz I really don't know at what point the camera animate routine is actually called.
// Yes, we are dealing with the horrid Evas keyboard handling FUCKING STRING COMPARES! Soooo ...
// TODO - make this a hash lookup dammit.
if (0 == strcmp(ev->key, "Escape"))
{
}
else if (0 == strcmp(ev->key, "Left")) move->s = 2.0;
else if (0 == strcmp(ev->key, "Right")) move->s = -2.0;
else if (0 == strcmp(ev->key, "Up")) move->z = -2.0;
else if (0 == strcmp(ev->key, "Down")) move->z = 2.0;
else if (0 == strcmp(ev->key, "Prior")) move->y = 2.0; // Pg Up for humans.
else if (0 == strcmp(ev->key, "Next")) move->y = -2.0; // Pg Dn for humans.
else if (0 == strcmp(ev->key, "Home")) move->x = -2.0;
else if (0 == strcmp(ev->key, "End")) move->x = 2.0;
else if (0 == strcmp(ev->key, "space")) move->jump = 1.0;
else printf("Unexpected down keystroke - %s\n", ev->key);
}
else printf("Camera input not ready\n");
}
/* SL / OS camera controls
* up / down / w / s moves avatar forward / backward
* shifted version does the same
* double tap triggers run mode / or fast fly mode
* Running backwards turns your avatar to suit, walking does not.
* left / right / a / d rotates avatar left / right, strafes in mouselook
* shifted version turns the avatar to walk sideways, so not really a strafe.
* So not sure if the "strafe" in mouse look turns the avatar as well?
* PgDn / c crouch while it is held down move up in flight mode
* PgUp jump move down in flight mode
* Home toggle flying
* End Nothing?
* Esc return to third person view
* m toggle mouse look
* mouse wheel move view closer / further away from current focused object or avatar
* Alt left click focus on some other object
* Ins ???
* Del ???
* BS ???
* Tab ???
*
* Mouse look is just first person view, moving mouse looks left / right / up / down.
* Not sure if the avatar rotates with left / right, but that's likely.
*
* mouse moves With the left mouse button held down -
* left / right up / down
* ---------------------------------
* for avatar swings avatar around zoom in and out of avatar
* for object nothing
* alt orbit left / right zoom in and out
* alt ctrl orbit left / right orbit up / down
* alt shift orbit left / right zoom in and out
* alt ctrl shift shift view left / right / up / down
* ctrl Nothing?
* shift Nothing?
* ctrl shift Nothing?
*
* Need to also consider when looking at a moving object / avatar.
*
* I think there are other letter keys that duplicate arrow keys and such. I'll look for them later, but I don't use them.
* No idea what the function keys are mapped to, but think it's various non camera stuff.
* I'm damn well leaving the Win/Command and Menu keys for the OS / window manager. lol
* Keypad keys? Not interested, I don't have them.
* Print Screen / SysRq, Pause / Break, other oddball keys, also not interested.
* NOTE - gonna have an easily programmable "bind key to command" thingy, like E17s, so that can deal with other keys.
* Should even let them be saveable so people can swap them with other people easily.
*
* TODO - implement things like space mouse, sixaxis, phone as controller, joysticks, data gloves, etc.
*/
/* A moveRotate array of floats.
* X, Y, Z, and whatever the usual letters are for rotations. lol
* Each one means "move or rotate this much in this direction".
* Where 1.0 means "what ever the standard move is if that key is held down".
* So a keyboard move would just change it's part to 1.0 or -1.0 on key down,
* and back to 0.0 on key up. Or 2.0 / -2.0 if in run mode.
* Which would even work in fly mode.
* A joystick could be set to range over -2.0 to 2.0, and just set it's part directly.
* A mouse look rotate, well will come to that when we need to. B-)
* Setting the x or y to be the DIFFERENCE in window position of the mouse (-1.0 to 1.0) since the last frame.
*
* TODO - In the Elm_glview version, 2.0 seems to be correct speed for walking, but I thought 1.0 was in Evas_GL.
*/
static void _on_camera_input_up(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
cameraMove *move = data;
Evas_Event_Key_Up *ev = event_info;
if (move)
{
// TODO - Careful, gld->move MIGHT be read at the other end by another thread. MIGHT, coz I really don't know at what point the camera animate routine is actually called.
// Yes, we are dealing with the horrid Evas keyboard handling FUCKING STRING COMPARES! Soooo ...
// TODO - make this a hash lookup dammit.
if (0 == strcmp(ev->key, "Escape"))
{
}
else if (0 == strcmp(ev->key, "Left")) move->s = 0.0;
else if (0 == strcmp(ev->key, "Right")) move->s = 0.0;
else if (0 == strcmp(ev->key, "Up")) move->z = 0.0;
else if (0 == strcmp(ev->key, "Down")) move->z = 0.0;
else if (0 == strcmp(ev->key, "Prior")) move->y = 0.0;
else if (0 == strcmp(ev->key, "Next")) move->y = 0.0;
else if (0 == strcmp(ev->key, "Home")) move->x = 0.0;
else if (0 == strcmp(ev->key, "End")) move->x = 0.0;
else if (0 == strcmp(ev->key, "space")) move->jump = 0.0;
else printf("Unexpected up keystroke - %s\n", ev->key);
}
else printf("Camera input not ready\n");
}
/* While it's true that image is an Elm image, seems this Elm input event callback doesn't work.
// Elm style event callback.
static Eina_Bool _cb_event_GL(void *data, Evas_Object *obj, Evas_Object *src, Evas_Callback_Type type, void *event_info)
{
Eina_Bool processed = EINA_FALSE;
switch (type)
{
case EVAS_CALLBACK_KEY_DOWN :
{
_on_camera_input_down(data, evas_object_evas_get(obj), obj, event_info);
processed = EINA_TRUE;
break;
}
case EVAS_CALLBACK_KEY_UP :
{
_on_camera_input_up(data, evas_object_evas_get(obj), obj, event_info);
processed = EINA_TRUE;
break;
}
default :
printf("Unknown GL input event.\n");
}
return processed;
}
*/
Evas_3D_Node *cameraAdd(Evas *evas, Scene_Data *scene, Evas_Object *image)
{
Evas_3D_Node *result = NULL;
Evas_3D_Camera *camera;
camera = eo_add(EVAS_3D_CAMERA_CLASS, evas,
evas_3d_camera_projection_perspective_set(90.0, 1.0, 1.0, 1024.0)
);
result = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA),
evas_3d_node_camera_set(camera),
evas_3d_node_position_set(0.0, 20.0, 30.0),
// evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 20.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0)
evas_3d_node_orientation_set(0.0, 0.0, 0.0, 1.0)
);
eo_do(scene->root_node, evas_3d_node_member_add(result));
eo_do(scene->scene, evas_3d_scene_camera_node_set(result));
scene->move = calloc(1, sizeof(cameraMove));
// In this code, we are making our own camera, so grab it's input when we are focused.
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_camera_input_down, scene->move);
evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_UP, _on_camera_input_up, scene->move);
// While it's true that image is an Elm image, seems this Elm input event callback doesn't work.
// elm_object_event_callback_add(image, _cb_event_GL, NULL);
return result;
}
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