287 lines
10 KiB
C++
287 lines
10 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2010, Edouard DUPIN, all right reserved
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*
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* @license MPL v2.0 (see license file)
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*/
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#include <ewol/ewol.hpp>
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#include <appl/debug.hpp>
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#include <appl/Windows.hpp>
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#include <ewol/widget/Label.hpp>
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#include <ewol/widget/Sizer.hpp>
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#include <ewol/object/Manager.hpp>
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#include <ege/widget/Scene.hpp>
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#include <ege/camera/View.hpp>
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#include <etk/tool.hpp>
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#include <ege/elements/ElementBase.hpp>
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#include <ege/elements/ElementPhysic.hpp>
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#include <ege/physicsShape/PhysicsBox.hpp>
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#include <ege/physicsShape/PhysicsSphere.hpp>
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#include <ege/position/Component.hpp>
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#include <ege/render/Component.hpp>
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#include <ege/physics/Component.hpp>
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appl::Windows::Windows() {
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addObjectType("appl::Windows");
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propertyTitle.setDirectCheck("example ege : Collision");
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}
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static ememory::SharedPtr<ege::resource::Mesh> createViewBoxStar() {
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ememory::SharedPtr<ege::resource::Mesh> out = ege::resource::Mesh::create("viewBoxStar", "DATA:texturedNoMaterial.prog");
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if (out == nullptr) {
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return out;
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}
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ememory::SharedPtr<ege::Material> material = ememory::makeShared<ege::Material>();
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// set the element material properties :
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material->setAmbientFactor(vec4(1,1,1,1));
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material->setDiffuseFactor(vec4(0,0,0,1));
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material->setSpecularFactor(vec4(0,0,0,1));
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material->setShininess(1);
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// 1024 == > 1<<9
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// 2048 == > 1<<10
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// 4096 == > 1<<11
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int32_t size = 1<<11;
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//material->setTexture0(""); //"
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material->setTexture0Magic(ivec2(size,size));
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out->addMaterial("basics", material);
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//material->setImageSize(ivec2(size,size));
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egami::Image* myImage = material->get();
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if (myImage == nullptr) {
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return out;
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}
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myImage->clear(etk::color::black);
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ivec2 tmpPos;
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for (int32_t iii=0; iii<6000; iii++) {
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tmpPos.setValue(etk::tool::frand(0,size), etk::tool::frand(0,size)) ;
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myImage->set(tmpPos, etk::color::white);
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}
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material->flush();
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// basis on cube :
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out->createViewBox("basics", 1000/* distance */);
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// generate the VBO
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out->generateVBO();
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return out;
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}
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void appl::Windows::init() {
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ewol::widget::Windows::init();
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getObjectManager().periodicCall.connect(sharedFromThis(), &appl::Windows::onCallbackPeriodicCheckCollision);
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m_env = ege::Environement::create();
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// Create basic Camera
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m_camera = ememory::makeShared<ege::camera::View>(vec3(30,30,-100), vec3(0,0,0));
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m_camera->setEye(vec3(100*std::sin(m_angleTetha),100*std::cos(m_angleTetha),40*std::cos(m_anglePsy)));
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m_env->addCamera("basic", m_camera);
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ememory::SharedPtr<ege::widget::Scene> tmpWidget = ege::widget::Scene::create();
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if (tmpWidget == nullptr) {
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APPL_CRITICAL("Can not allocate widget ==> display might be in error");
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} else {
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tmpWidget->setEnv(m_env);
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tmpWidget->propertyExpand.set(bvec2(true,true));
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tmpWidget->propertyFill.set(bvec2(true,true));
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tmpWidget->setCamera("basic");
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setSubWidget(tmpWidget);
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}
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ememory::SharedPtr<ege::resource::Mesh> myMesh;
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// Create an external box:
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myMesh = createViewBoxStar();
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if (myMesh != nullptr) {
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ememory::SharedPtr<ege::Element> element = ememory::makeShared<ege::Element>(m_env);
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// 1st Position component:
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etk::Transform3D transform(vec3(0,0,0), etk::Quaternion::identity());
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ememory::SharedPtr<ege::position::Component> componentPosition = ememory::makeShared<ege::position::Component>(transform);
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element->addComponent(componentPosition);
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// 2nd something to diplay:
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ememory::SharedPtr<ege::render::Component> componentRender = ememory::makeShared<ege::render::Component>(myMesh);
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element->addComponent(componentRender);
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// add it ..
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m_env->addElement(element);
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}
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// create basic gird:
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myMesh = ege::resource::Mesh::createGrid(10, vec3(0,0,0), 5);
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if (myMesh != nullptr) {
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ememory::SharedPtr<ege::Element> element = ememory::makeShared<ege::Element>(m_env);
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// 1st Position component:
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etk::Transform3D transform(vec3(0,0,0), etk::Quaternion::identity());
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ememory::SharedPtr<ege::position::Component> componentPosition = ememory::makeShared<ege::position::Component>(transform);
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element->addComponent(componentPosition);
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// 2nd something to diplay:
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ememory::SharedPtr<ege::render::Component> componentRender = ememory::makeShared<ege::render::Component>(myMesh);
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element->addComponent(componentRender);
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// add it ..
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m_env->addElement(element);
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}
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// create cubes ...
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myMesh = ege::resource::Mesh::createCube(3);
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if (myMesh != nullptr) {
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ememory::SharedPtr<ege::Element> element = ememory::makeShared<ege::Element>(m_env);
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// add all component:
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// 1st Position component:
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etk::Transform3D transform(vec3(0,0,2), etk::Quaternion::identity());
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//ememory::SharedPtr<ege::position::Component> componentPosition = ememory::makeShared<ege::position::Component>(transform);
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//element->addComponent(componentPosition);
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// 2nd something to diplay:
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ememory::SharedPtr<ege::render::Component> componentRender = ememory::makeShared<ege::render::Component>(myMesh);
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element->addComponent(componentRender);
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// 3rd some physic:
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ememory::SharedPtr<ege::physics::Component> componentPhysics = ememory::makeShared<ege::physics::Component>(m_env, transform);
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ememory::SharedPtr<ege::PhysicsBox> physic = ememory::makeShared<ege::PhysicsBox>();
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physic->setSize(vec3(3.2,3.2,3.2));
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componentPhysics->addShape(physic);
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componentPhysics->generate();
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element->addComponent(componentPhysics);
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// add it ..
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m_env->addElement(element);
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/*
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//ememory::SharedPtr<ege::ElementBase> element = ememory::makeShared<ege::ElementBase>(m_env);
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ememory::SharedPtr<ege::ElementPhysic> element = ememory::makeShared<ege::ElementPhysic>(m_env);
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// add physic interface:
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ememory::SharedPtr<ege::PhysicsBox> physic = ememory::makeShared<ege::PhysicsBox>();
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physic->setSize(vec3(3.2,3.2,3.2));
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myMesh->addPhysicElement(physic);
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element->setMesh(myMesh);
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element->createRigidBody(4000000);
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element->setPosition(vec3(20,10,10));
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element->setMass(1000);
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m_env->addElement(element);
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*/
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}
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myMesh = ege::resource::Mesh::createCube(3);
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if (myMesh != nullptr) {
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//element = ememory::makeShared<ege::ElementBase>(m_env);
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ememory::SharedPtr<ege::ElementPhysic> element = ememory::makeShared<ege::ElementPhysic>(m_env);
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// add physic interface:
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ememory::SharedPtr<ege::PhysicsSphere> physic = ememory::makeShared<ege::PhysicsSphere>();
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physic->setRadius(4.5f);
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myMesh->addPhysicElement(physic);
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element->setMesh(myMesh);
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element->createRigidBody(4000000);
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element->setPosition(vec3(20,-10,10));
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element->setMass(3000);
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element->iaEnable();
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m_env->addElement(element);
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}
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m_env->propertyStatus.set(ege::gameStart);
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}
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namespace appl {
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class ElementHerit : public ege::ElementPhysic {
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public:
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ElementHerit(const ememory::SharedPtr<ege::Environement>& _env, bool _autoRigidBody=true) :
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ege::ElementPhysic(_env, _autoRigidBody) {
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setCollisionDetectionStatus(true);
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}
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virtual void onCollisionDetected(const ememory::SharedPtr<ege::Element>& _obj, const vec3& _point, const vec3& _normal) {
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APPL_WARNING("[" << getUID() << "] collision : pos=" << _point << " norm=" <<_normal);
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}
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};
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}
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bool appl::Windows::onEventInput(const ewol::event::Input& _event) {
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static float ploppp=1;
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if (_event.getId() == 1) {
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if (_event.getStatus() == gale::key::status::down) {
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vec2 pos = relativePosition(_event.getPos());
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/*
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ege::Ray ray = m_camera->getRayFromScreenPosition(pos, m_size);
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ememory::SharedPtr<ege::resource::Mesh> myMesh;
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myMesh = ege::resource::Mesh::createCube(1, "basics", etk::color::green);
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if (myMesh != nullptr) {
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ememory::SharedPtr<appl::ElementHerit> element = ememory::makeShared<appl::ElementHerit>(m_env);
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ememory::SharedPtr<ege::PhysicsBox> physic = ememory::makeShared<ege::PhysicsBox>();
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physic->setSize(vec3(1.01,1.01,1.01));
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myMesh->addPhysicElement(physic);
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element->setMesh(myMesh);
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element->createRigidBody(4000000);
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element->setPosition(ray.getOrigin());
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element->setMass(20);
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element->setLinearVelocity(ray.getDirection()*100);
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m_env->addElement(element);
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APPL_INFO("Create cube at position " << ray.getOrigin() << " velocity: " << ray.getDirection()*100);
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}
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*/
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return true;
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}
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} else if (_event.getId() == 4) {
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ploppp += 0.01f;
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m_camera->setEye(vec3(100*std::sin(m_angleTetha),100*std::cos(m_angleTetha),80*std::cos(m_anglePsy))*ploppp);
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} else if (_event.getId() == 5) {
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ploppp -= 0.01f;
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if (ploppp == 0) {
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ploppp = 1.0f;
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}
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m_camera->setEye(vec3(100*std::sin(m_angleTetha),100*std::cos(m_angleTetha),80*std::cos(m_anglePsy))*ploppp);
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} else if (_event.getId() == 3) {
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if (_event.getStatus() == gale::key::status::down) {
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m_oldScreenPos = relativePosition(_event.getPos());
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return true;
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} else if (_event.getStatus() == gale::key::status::move) {
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vec2 pos = relativePosition(_event.getPos());
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m_angleTetha -= (m_oldScreenPos.x()-pos.x())*0.05f;
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m_anglePsy += (m_oldScreenPos.y()-pos.y())*0.01f;
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m_camera->setEye(vec3(100*std::sin(m_angleTetha),100*std::cos(m_angleTetha),80*std::cos(m_anglePsy))*ploppp);
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m_oldScreenPos = relativePosition(_event.getPos());
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return true;
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}
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} else if (_event.getId() == 2) {
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if (_event.getStatus() == gale::key::status::down) {
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m_oldScreenPos = relativePosition(_event.getPos());
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return true;
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} else if (_event.getStatus() == gale::key::status::move) {
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vec2 pos = relativePosition(_event.getPos())*0.2;
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pos -= m_oldScreenPos*0.2;
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float cameraAngle = m_camera->getTetha();
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vec3 newPos = vec3(std::sin(cameraAngle)*pos.x() + std::cos(cameraAngle)*pos.y(),
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std::cos(cameraAngle)*pos.x() + std::sin(cameraAngle)*pos.y(),
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0);
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APPL_ERROR("apply offset = " << newPos << " from pos=" << pos << " angle=" << cameraAngle);
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newPos += m_camera->getTarget();
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newPos.setMin(vec3(200,200,200));
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newPos.setMax(vec3(-200,-200,-200));
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m_camera->setTarget(newPos);
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m_oldScreenPos = relativePosition(_event.getPos());
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return true;
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}
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} else if (_event.getId() == 10) {
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m_camera->setAngle(m_camera->getAngle() + 0.01f);
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} else if (_event.getId() == 11) {
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m_camera->setAngle(m_camera->getAngle() - 0.01f);
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}
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return false;
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}
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void appl::Windows::onCallbackPeriodicCheckCollision(const ewol::event::Time& _event) {
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/*
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std::vector<ege::physics::Engine::collisionPoints> list = m_env->getPhysicEngine().getListOfCollision();
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if (list.size() != 0) {
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APPL_INFO("num contact =" << list.size());
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}
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for (size_t iii=0;iii<list.size();++iii) {
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APPL_ERROR(" [" << list[iii].elem1->getUID() << "]:point1=" << list[iii].positionElem1 << " [" << list[iii].elem1->getUID() << "]:point2=" << list[iii].positionElem2 << " normal=" << list[iii].normalElem2);
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}
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*/
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}
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