EAPI void evas_map_util_rotate (Evas_Map *m, double degrees, Evas_Coord cx, Evas_Coord cy);
EAPI void evas_map_util_zoom (Evas_Map *m, double zoomx, double zoomy, Evas_Coord cx, Evas_Coord cy);
- EAPI void evas_map_util_rotate_3d (Evas_Map *m, double dx, double dy, double dz,
- Evas_Coord cx, Evas_Coord cy, Evas_Coord cz,
- Evas_Coord px, Evas_Coord py,
- Evas_Coord z0, Evas_Coord foc);
- EAPI void evas_map_util_perspective (Evas_Map *m,
- Evas_Coord px, Evas_Coord py,
- Evas_Coord z0, Evas_Coord foc);
+ EAPI void evas_map_util_3d_rotate (Evas_Map *m, double dx, double dy, double dz, Evas_Coord cx, Evas_Coord cy, Evas_Coord cz);
+ EAPI void evas_map_util_3d_lighting (Evas_Map *m, Evas_Coord lx, Evas_Coord ly, Evas_Coord lz, int lr, int lg, int lb, int ar, int ab, int ag);
+ EAPI void evas_map_util_3d_perspective (Evas_Map *m, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
EAPI Eina_Bool evas_map_util_clockwise_get (Evas_Map *m);
-
EAPI Evas_Map *evas_map_new (int count);
EAPI void evas_map_smooth_set (Evas_Map *m, Eina_Bool enabled);
* xxx
*
* @param m map to change.
- * @param dx amount of degrees from 0.0 to 360.0 to rotate.
+ * @param dx amount of degrees from 0.0 to 360.0 to rotate arount X axis.
+ * @param dy amount of degrees from 0.0 to 360.0 to rotate arount Y axis.
+ * @param dz amount of degrees from 0.0 to 360.0 to rotate arount Z axis.
* @param cx rotation's center horizontal positon.
* @param cy rotation's center vertical positon.
+ * @param cz rotation's center vertical positon.
*
* @see evas_map_point_coord_set()
* @see evas_map_util_zoom()
*/
EAPI void
-evas_map_util_rotate_3d(Evas_Map *m, double dx, double dy, double dz,
- Evas_Coord cx, Evas_Coord cy, Evas_Coord cz,
- Evas_Coord px, Evas_Coord py,
- Evas_Coord z0, Evas_Coord foc)
+evas_map_util_3d_rotate(Evas_Map *m, double dx, double dy, double dz,
+ Evas_Coord cx, Evas_Coord cy, Evas_Coord cz)
{
double rz = (dz * M_PI) / 180.0;
double rx = (dx * M_PI) / 180.0;
y = yy + (y * sin(rx + M_PI_2));
}
- x = x + cx;
- y = y + cy;
- z = z + cz;
+ p->x = x + cx;
+ p->y = y + cy;
+ p->z = z + cz;
+ }
+}
- if (foc > 0)
+/**
+ * XXX
+ *
+ * xxx
+ *
+ * @param m map to change.
+ * @param lx X coordinate in space of light point
+ * @param ly Y coordinate in space of light point
+ * @param lz Z coordinate in space of light point
+ */
+EAPI void
+evas_map_util_3d_lighting(Evas_Map *m,
+ Evas_Coord lx, Evas_Coord ly, Evas_Coord lz,
+ int lr, int lg, int lb, int ar, int ab, int ag)
+{
+ int i;
+
+ if (!m) return;
+
+ for (i = 0; i < m->count; i++)
+ {
+ double x, y, z;
+ double nx, ny, nz, x1, y1, z1, x2, y2, z2, ln, br;
+ int h, j, mr, mg, mb;
+
+ x = m->points[i].x;
+ y = m->points[i].y;
+ z = m->points[i].z;
+
+ // calc normal
+ h = (i + m->count - 1) % m->count; // prev point
+ j = (i + 1) % m->count; // next point
+
+ x1 = m->points[h].x - x;
+ y1 = m->points[h].y - y;
+ z1 = m->points[h].z - z;
+
+ x2 = m->points[j].x - x;
+ y2 = m->points[j].y - y;
+ z2 = m->points[j].z - z;
+
+ nx = (y1 * z2) - (z1 * y2);
+ ny = (z1 * x2) - (x1 * z2);
+ nz = (x1 * y2) - (y1 * x2);
+
+ ln = (nx * nx) + (ny * ny) + (nz * nz);
+ ln = sqrt(ln);
+
+ if (ln != 0.0)
{
- x = x - px;
- y = y - py;
-
- zz = ((z - z0) + foc);
-
- if (zz > 0)
- {
- x = (x * foc) / zz;
- y = (y * foc) / zz;
- }
-
- x = px + x;
- y = py + y;
+ nx /= ln;
+ ny /= ln;
+ nz /= ln;
+ }
+
+ // calc point -> light vector
+ x = lx - x;
+ y = ly - y;
+ z = lz - z;
+
+ ln = (x * x) + (y * y) + (z * z);
+ ln = sqrt(ln);
+
+ if (ln != 0.0)
+ {
+ x /= ln;
+ y /= ln;
+ z /= ln;
}
- p->x = x;
- p->y = y;
- p->z = z;
+ // brightness - tan (0.0 -> 1.0 brightness really)
+ br = (nx * x) + (ny * y) + (nz * z);
+ if (br < 0.0) br = 0.0;
+
+ mr = ar + ((lr - ar) * br);
+ mg = ag + ((lg - ag) * br);
+ mb = ab + ((lb - ab) * br);
+ m->points[i].r = (m->points[i].r * mr) / 255;
+ m->points[i].g = (m->points[i].g * mg) / 255;
+ m->points[i].b = (m->points[i].b * mb) / 255;
}
}
* @param m map to change.
*/
EAPI void
-evas_map_util_perspective(Evas_Map *m,
- Evas_Coord px, Evas_Coord py,
- Evas_Coord z0, Evas_Coord foc)
+evas_map_util_3d_perspective(Evas_Map *m,
+ Evas_Coord px, Evas_Coord py,
+ Evas_Coord z0, Evas_Coord foc)
{
Evas_Map_Point *p, *p_end;