--- /dev/null
+/*
+ * This example shows how to work frustum culling.
+ * Use keys Up/Down for moving far plane of frustum.
+ * Use keys Left/Right for changing camera view.
+ * See in terminal output value of z coordinate of far plane of frustum
+ * and check OBB's points inside frustum.
+ * @see evas_3d_node_obb_frustum_check.
+ * Compile with "gcc -o evas-3d-frustum evas-3d-frustum.c `pkg-config --libs --cflags evas ecore ecore-evas eo`"
+ */
+
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
+
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <Evas.h>
+#include <Eo.h>
+
+#define WIDTH 800
+#define HEIGHT 600
+
+typedef struct _Scene_Data
+{
+ Eo *root_node;
+ Eo *camera_node;
+ Eo *light_node;
+ Eo *mesh_node_model;
+ Eo *scene;
+ Eo *camera;
+ Eo *light;
+ Eo *mesh_model;
+ Eo *material_model;
+ Eo *texture_model;
+} Scene_Data;
+
+Evas *evas;
+Evas_Object *background,*image;
+Evas_Real fleft = -5, fright = 5, fbottom = -5, fup = 5, fnear = 20, ffar = 40;
+
+static void
+_on_delete(Ecore_Evas *ee EINA_UNUSED)
+{
+ ecore_main_loop_quit();
+}
+
+static void
+_on_canvas_resize(Ecore_Evas *ee)
+{
+ int w, h;
+
+ ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
+
+ evas_object_resize(background, w, h);
+ evas_object_resize(image, w, h);
+ evas_object_move(image, 0, 0);
+}
+
+static void
+_on_key_down(void *data, Evas *e EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
+{
+
+ Scene_Data *scene = (Scene_Data *)data;
+ Evas_Event_Key_Down *ev = event_info;
+ int frustum;
+
+ if (!strcmp("Up", ev->key))
+ {
+ ffar += 5;
+ eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar));
+ eo_do(scene->mesh_node_model,
+ frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+ fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+ }
+ else if(!strcmp("Down", ev->key))
+ {
+ ffar -= 5;
+ eo_do(scene->camera, evas_3d_camera_projection_frustum_set(fleft, fright, fbottom, fup, fnear, ffar));
+ eo_do(scene->mesh_node_model,
+ frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+ fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+ }
+ else if(!strcmp("Return", ev->key))
+ {
+ eo_do(scene->mesh_node_model,
+ frustum = evas_3d_node_obb_frustum_check(scene->camera_node));
+ fprintf(stdout, "far - %f frustum - %d \n", ffar, frustum);
+ }
+ else if (!strcmp("Left", ev->key))
+ {
+ eo_do(scene->camera_node, evas_3d_node_position_set(50.0, 0.0, 0.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 1.0));
+ fprintf(stdout, "Changed position and view of camera\n");
+ }
+ else if (!strcmp("Right", ev->key))
+ {
+ eo_do(scene->camera_node, evas_3d_node_position_set(0.0, 0.0, 50.0);
+ 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));
+ fprintf(stdout, "Changed position and view of camera\n");
+ }
+ else
+ fprintf(stdout, "Press Right/Left/Up/Bottom keys\n");
+}
+
+static Eina_Bool
+_animate_scene_model(void *data)
+{
+ static int frame = 0;
+ Scene_Data *scene = (Scene_Data *)data;
+
+ eo_do(scene->mesh_node_model,
+ evas_3d_node_mesh_frame_set(scene->mesh_model, frame),
+ evas_3d_node_orientation_angle_axis_set(90, 1.0, 0.0, 0.0));
+ frame += 20;
+
+ if (frame > 256 * 18) frame = 0;
+
+ return ECORE_CALLBACK_RENEW;
+}
+
+static void
+_camera_setup(Scene_Data *data)
+{
+ data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
+ data->camera_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
+ eo_do(data->camera_node,
+ evas_3d_node_camera_set(data->camera),
+ evas_3d_node_position_set(0.0, 0.0, 50.0);
+ 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(data->root_node, evas_3d_node_member_add(data->camera_node));
+}
+
+static void
+_light_setup(Scene_Data *data)
+{
+ data->light = eo_add(EVAS_3D_LIGHT_CLASS, evas);
+ eo_do(data->light,
+ evas_3d_light_ambient_set( 0.2, 0.2, 0.2, 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));
+
+ data->light_node = eo_add_custom(EVAS_3D_NODE_CLASS,evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
+ eo_do(data->light_node,
+ evas_3d_node_light_set(data->light),
+ evas_3d_node_position_set(0.0, 0.0, 0.0),
+ 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(data->root_node, evas_3d_node_member_add(data->light_node));
+}
+
+static void
+_mesh_setup_model(Scene_Data *data)
+{
+ data->mesh_model = eo_add(EVAS_3D_MESH_CLASS, evas);
+ data->material_model = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+ data->texture_model = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
+
+ eo_do(data->texture_model,
+ evas_3d_texture_file_set("eagle.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(data->material_model,
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_NORMAL, EINA_TRUE),
+ 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_texture_set( EVAS_3D_MATERIAL_DIFFUSE, data->texture_model),
+ evas_3d_material_shininess_set(100.0));
+
+ eo_do(data->mesh_model,
+ evas_3d_mesh_file_set(EVAS_3D_MESH_FILE_TYPE_MD2, "eagle.md2", NULL),
+ evas_3d_mesh_frame_material_set(0, data->material_model),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_DIFFUSE));
+}
+
+static void
+_scene_setup(Scene_Data *data)
+{
+ data->scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+
+ data->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+ _camera_setup(data);
+ _light_setup(data);
+ _mesh_setup_model(data);
+
+ data->mesh_node_model = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(data->mesh_node_model,
+ evas_3d_node_position_set(0, 0, 0);
+ evas_3d_node_scale_set(0.3, 0.3, 0.3),
+ evas_3d_node_orientation_angle_axis_set(90, 1.0, 1.0, 0.0));
+ eo_do(data->root_node, evas_3d_node_member_add(data->mesh_node_model));
+ eo_do(data->mesh_node_model, evas_3d_node_mesh_add(data->mesh_model));
+
+ eo_do(data->scene,
+ evas_3d_scene_size_set( WIDTH, HEIGHT),
+ evas_3d_scene_background_color_set(0.5, 0.5, 0.5, 0.0),
+ evas_3d_scene_root_node_set(data->root_node);
+ evas_3d_scene_camera_node_set(data->camera_node));
+}
+
+int
+main(void)
+{
+ Scene_Data data;
+
+ Ecore_Evas *ecore_evas;
+
+ if (!ecore_evas_init()) return 0;
+
+ setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
+
+ ecore_evas = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL);
+
+ if (!ecore_evas) return 0;
+
+ ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
+ ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
+ ecore_evas_show(ecore_evas);
+
+ evas = ecore_evas_get(ecore_evas);
+
+ _scene_setup(&data);
+
+ background = evas_object_rectangle_add(evas);
+ evas_object_color_set(background, 0, 0, 0, 255);
+ evas_object_move(background, 0, 0);
+ evas_object_resize(background, WIDTH, HEIGHT);
+ evas_object_show(background);
+
+ image = evas_object_image_filled_add(evas);
+ evas_object_move(image, 0, 0);
+ evas_object_resize(image, WIDTH, HEIGHT);
+ evas_object_show(image);
+
+ evas_object_focus_set(image, EINA_TRUE);
+ eo_do(image, evas_obj_image_scene_set(data.scene));
+
+ ecore_timer_add(0.1, _animate_scene_model, &data);
+
+ evas_object_event_callback_add(image, EVAS_CALLBACK_KEY_DOWN, _on_key_down, &data);
+ ecore_main_loop_begin();
+
+ ecore_evas_free(ecore_evas);
+ ecore_evas_shutdown();
+
+ return 0;
+}
if (z2) *z2 = pd->aabb.p1.z;
}
+EOLIAN static int
+_evas_3d_node_obb_frustum_check(Eo *obj EINA_UNUSED, Evas_3D_Node_Data *pd, Evas_3D_Node *camera_node)
+{
+ Evas_Mat4 matrix_eye;
+ Evas_Mat4 matrix_local_to_world;
+ Evas_Mat4 matrix_mv;
+ Evas_Mat4 matrix_mvp;
+ Evas_Vec4 plane_right, plane_left, plane_bottom, plane_top, plane_far, plane_near, tmp;
+ int frustum = 0;
+ Evas_3D_Node_Data *camera_pd = eo_data_scope_get(camera_node, EVAS_3D_CAMERA_CLASS);
+ Evas_3D_Camera_Data *camera = eo_data_scope_get(camera_pd->data.camera.camera, EVAS_3D_CAMERA_CLASS);
+
+
+ if (camera_pd->type != EVAS_3D_NODE_TYPE_CAMERA)
+ {
+ ERR("Nodes type mismatch.");
+ return -1;
+ }
+
+#define CHECK_IN_FRUSTUM_MIN(name) \
+ (((plane_##name.x * pd->obb.p0.x + plane_##name.y * pd->obb.p0.y + plane_##name.z * pd->obb.p0.z + plane_##name.w) >= 0) ? EINA_TRUE : EINA_FALSE)
+
+#define CHECK_IN_FRUSTUM_MAX(name) \
+ (((plane_##name.x * pd->obb.p1.x + plane_##name.y * pd->obb.p1.y + plane_##name.z * pd->obb.p1.z + plane_##name.w) >= 0) ? EINA_TRUE : EINA_FALSE)
+
+#define NORMALIZE(name) \
+ evas_vec4_copy(&tmp, &plane_##name); \
+ plane_##name.x = plane_##name.x / sqrtf(evas_vec4_length_square_get(&tmp)); \
+ plane_##name.y = plane_##name.y / sqrtf(evas_vec4_length_square_get(&tmp)); \
+ plane_##name.z = plane_##name.z / sqrtf(evas_vec4_length_square_get(&tmp)); \
+ plane_##name.w = plane_##name.w / sqrtf(evas_vec4_length_square_get(&tmp));
+
+ /*get need matrix like multiply view matrix with projection matrix*/
+ evas_mat4_inverse_build(&matrix_eye, &camera_pd->position_world, &camera_pd->orientation_world, &camera_pd->scale_world);
+ evas_mat4_build(&matrix_local_to_world, &pd->position_world, &pd->orientation_world, &pd->scale_world);
+ evas_mat4_multiply(&matrix_mv, &matrix_eye, &matrix_local_to_world);
+ evas_mat4_multiply(&matrix_mvp, &camera->projection, &matrix_mv);
+
+ /*get planes and normilize results*/
+ evas_vec4_set(&plane_right, matrix_mvp.m[3] - matrix_mvp.m[0],
+ matrix_mvp.m[7] - matrix_mvp.m[4],
+ matrix_mvp.m[11] - matrix_mvp.m[8],
+ matrix_mvp.m[15] - matrix_mvp.m[12]);
+ NORMALIZE(right)
+
+ evas_vec4_set(&plane_left, matrix_mvp.m[3] + matrix_mvp.m[0],
+ matrix_mvp.m[7] + matrix_mvp.m[4],
+ matrix_mvp.m[11] + matrix_mvp.m[8],
+ matrix_mvp.m[15] + matrix_mvp.m[12]);
+ NORMALIZE(left)
+
+ evas_vec4_set(&plane_bottom, matrix_mvp.m[3] + matrix_mvp.m[1],
+ matrix_mvp.m[7] + matrix_mvp.m[5],
+ matrix_mvp.m[11] + matrix_mvp.m[9],
+ matrix_mvp.m[15] + matrix_mvp.m[13]);
+ NORMALIZE(bottom)
+
+ evas_vec4_set(&plane_top, matrix_mvp.m[3] - matrix_mvp.m[1],
+ matrix_mvp.m[7] - matrix_mvp.m[5],
+ matrix_mvp.m[11] - matrix_mvp.m[9],
+ matrix_mvp.m[15] - matrix_mvp.m[13]);
+ NORMALIZE(top)
+
+ evas_vec4_set(&plane_far, matrix_mvp.m[3] - matrix_mvp.m[2],
+ matrix_mvp.m[7] - matrix_mvp.m[6],
+ matrix_mvp.m[11] - matrix_mvp.m[10],
+ matrix_mvp.m[15] - matrix_mvp.m[14]);
+ NORMALIZE(far)
+
+ evas_vec4_set(&plane_near, matrix_mvp.m[3] + matrix_mvp.m[2],
+ matrix_mvp.m[7] + matrix_mvp.m[6],
+ matrix_mvp.m[11] + matrix_mvp.m[10],
+ matrix_mvp.m[15] + matrix_mvp.m[14]);
+ NORMALIZE(near)
+
+#undef NORMALIZE
+
+ /*check OBB points in frustum (Ax + By + Cz + D >= 0)*/
+ if (CHECK_IN_FRUSTUM_MIN(right) && CHECK_IN_FRUSTUM_MIN(left)
+ && CHECK_IN_FRUSTUM_MIN(bottom) && CHECK_IN_FRUSTUM_MIN(top)
+ && CHECK_IN_FRUSTUM_MIN(far) && CHECK_IN_FRUSTUM_MIN(near))
+ frustum |= 1;
+
+ if (CHECK_IN_FRUSTUM_MAX(right) && CHECK_IN_FRUSTUM_MAX(left)
+ && CHECK_IN_FRUSTUM_MAX(bottom) && CHECK_IN_FRUSTUM_MAX(top)
+ && CHECK_IN_FRUSTUM_MAX(far) && CHECK_IN_FRUSTUM_MAX(near))
+ frustum |= 2;
+
+#undef CHECK_IN_FRUSTUM_MIN
+#undef CHECK_IN_FRUSTUM_MAX
+
+ return frustum;
+}
+
+
#include "canvas/evas_3d_node.eo.c"