2 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/devel-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/scripting/enum-helper.h>
26 #include <dali/devel-api/scripting/scripting.h>
29 #include <dali-toolkit/public-api/visuals/visual-properties.h>
30 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
46 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTUM )
54 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
56 //Primitive property defaults
57 const int DEFAULT_SLICES = 128; ///< For spheres and conics
58 const int DEFAULT_STACKS = 128; ///< For spheres and conics
59 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustums
60 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustums
61 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
62 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
63 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
64 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
65 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
68 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
69 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
70 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
71 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
72 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
73 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
74 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
76 //Specific shape labels.
77 const char * const SPHERE_LABEL( "SPHERE" );
78 const char * const CONE_LABEL( "CONE" );
79 const char * const CYLINDER_LABEL( "CYLINDER" );
80 const char * const CUBE_LABEL( "CUBE" );
81 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
82 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
83 const char * const CONICAL_FRUSTUM_LABEL( "CONICAL_FRUSTUM" );
86 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
87 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
88 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
91 const char * const POSITION( "aPosition");
92 const char * const NORMAL( "aNormal" );
93 const char * const INDICES( "aIndices" );
95 //A simple shader that applies diffuse lighting to a mono-coloured object.
96 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
97 attribute highp vec3 aPosition;\n
98 attribute highp vec2 aTexCoord;\n
99 attribute highp vec3 aNormal;\n
100 varying mediump vec3 vIllumination;\n
101 uniform mediump vec3 uSize;\n
102 uniform mediump vec3 uObjectDimensions;\n
103 uniform mediump mat4 uMvpMatrix;\n
104 uniform mediump mat4 uModelView;\n
105 uniform mediump mat4 uViewMatrix;\n
106 uniform mediump mat3 uNormalMatrix;\n
107 uniform mediump mat4 uObjectMatrix;\n
108 uniform mediump vec3 lightPosition;\n
109 uniform mediump vec2 uStageOffset;\n
111 //Visual size and offset
112 uniform mediump vec2 offset;\n
113 uniform mediump vec2 size;\n
114 uniform mediump vec4 offsetSizeMode;\n
115 uniform mediump vec2 origin;\n
116 uniform mediump vec2 anchorPoint;\n
118 vec4 ComputeVertexPosition()\n
120 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
121 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
122 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
123 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
124 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
126 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
131 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
132 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
133 vertexPosition = uMvpMatrix * vertexPosition;\n
135 //Illumination in Model-View space - Transform attributes and uniforms\n
136 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
137 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
139 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
140 mvLightPosition = uViewMatrix * mvLightPosition;\n
141 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
143 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
144 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
146 gl_Position = vertexPosition;\n
150 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
151 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
152 precision mediump float;\n
153 varying mediump vec3 vIllumination;\n
154 uniform lowp vec4 uColor;\n
155 uniform lowp vec3 mixColor;\n
158 vec4 baseColor = vec4(mixColor, 1.0) * uColor;\n
159 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
163 } // unnamed namespace
165 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
167 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
168 primitiveVisualPtr->SetProperties( properties );
169 return primitiveVisualPtr;
172 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
173 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::PRIMITIVE ),
174 mScaleDimensions( Vector3::ONE ),
175 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
176 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
177 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
178 mScaleRadius( DEFAULT_SCALE_RADIUS ),
179 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
180 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
181 mSlices( DEFAULT_SLICES ),
182 mStacks( DEFAULT_STACKS ),
183 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
185 mImpl->mMixColor = DEFAULT_COLOR;
188 PrimitiveVisual::~PrimitiveVisual()
192 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
194 //Find out which shape to renderer.
195 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
196 if( primitiveTypeValue )
198 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
202 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
205 // By virtue of DoSetProperties being called last, this will override
206 // anything set by Toolkit::Visual::Property::MIX_COLOR
207 Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
211 if( colorValue->Get( color ) )
213 Property::Type type = colorValue->GetType();
214 if( type == Property::VECTOR4 )
216 SetMixColor( color );
218 else if( type == Property::VECTOR3 )
220 Vector3 color3(color);
221 SetMixColor( color3 );
226 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
229 if( slices->Get( mSlices ) )
232 if( mSlices > MAX_PARTITIONS )
234 mSlices = MAX_PARTITIONS;
235 DALI_LOG_WARNING( "Value for slices clamped.\n" );
237 else if ( mSlices < MIN_SLICES )
239 mSlices = MIN_SLICES;
240 DALI_LOG_WARNING( "Value for slices clamped.\n" );
245 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
249 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
252 if( stacks->Get( mStacks ) )
255 if( mStacks > MAX_PARTITIONS )
257 mStacks = MAX_PARTITIONS;
258 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
260 else if ( mStacks < MIN_STACKS )
262 mStacks = MIN_STACKS;
263 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
268 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
272 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
273 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
275 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
278 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
279 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
281 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
284 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
285 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
287 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
290 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
291 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
293 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
296 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
299 if( dimensions->Get( mScaleDimensions ) )
301 //If any dimension is invalid, set it to a sensible default.
302 if( mScaleDimensions.x <= 0.0 )
304 mScaleDimensions.x = 1.0;
305 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
307 if( mScaleDimensions.y <= 0.0 )
309 mScaleDimensions.y = 1.0;
310 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
312 if( mScaleDimensions.z <= 0.0 )
314 mScaleDimensions.z = 1.0;
315 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
320 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
324 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
327 if( bevel->Get( mBevelPercentage ) )
330 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
332 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
333 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
335 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
337 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
338 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
343 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
347 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
350 if( smoothness->Get( mBevelSmoothness ) )
353 if( mBevelSmoothness < MIN_SMOOTHNESS )
355 mBevelSmoothness = MIN_SMOOTHNESS;
356 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
358 else if( mBevelSmoothness > MAX_SMOOTHNESS )
360 mBevelSmoothness = MAX_SMOOTHNESS;
361 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
366 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
370 //Read in light position.
371 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
374 if( !lightPosition->Get( mLightPosition ) )
376 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
377 mLightPosition = Vector3::ZERO;
382 //Default behaviour is to place the light directly in front of the object,
383 // at a reasonable distance to light everything on screen.
384 Stage stage = Stage::GetCurrent();
386 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
390 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
397 naturalSize.x = mObjectDimensions.x;
398 naturalSize.y = mObjectDimensions.y;
401 void PrimitiveVisual::DoSetOnScene( Actor& actor )
403 InitializeRenderer();
405 actor.AddRenderer( mImpl->mRenderer );
407 // Primitive generated and ready to display
408 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
411 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
414 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
415 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
416 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
417 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
418 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
419 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
420 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
421 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
422 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
423 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
424 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
425 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
426 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
429 void PrimitiveVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
434 void PrimitiveVisual::OnSetTransform()
436 if( mImpl->mRenderer )
438 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
442 void PrimitiveVisual::InitializeRenderer()
454 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
455 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
457 // Register transform properties
458 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
460 mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
463 void PrimitiveVisual::UpdateShaderUniforms()
465 Stage stage = Stage::GetCurrent();
466 float width = stage.GetSize().width;
467 float height = stage.GetSize().height;
469 //Flip model to account for DALi starting with (0, 0) at the top left.
471 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
473 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
474 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
475 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
476 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
479 void PrimitiveVisual::CreateShader()
481 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
482 UpdateShaderUniforms();
485 void PrimitiveVisual::CreateGeometry()
487 Dali::Vector<Vertex> vertices;
488 Dali::Vector<unsigned short> indices;
490 switch( mPrimitiveType )
492 case Toolkit::PrimitiveVisual::Shape::SPHERE:
494 CreateSphere( vertices, indices, mSlices, mStacks );
497 case Toolkit::PrimitiveVisual::Shape::CONE:
499 //Create a conic with zero top radius.
500 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
503 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
505 //Create a conic with equal radii on the top and bottom.
506 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
509 case Toolkit::PrimitiveVisual::Shape::CUBE:
511 //Create a cube by creating a bevelled cube with minimum bevel.
512 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
515 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
517 //Create an octahedron by creating a bevelled cube with maximum bevel.
518 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
521 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
523 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
526 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTUM:
528 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
533 mGeometry = Geometry::New();
536 Property::Map vertexFormat;
537 vertexFormat[POSITION] = Property::VECTOR3;
538 vertexFormat[NORMAL] = Property::VECTOR3;
539 VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
540 surfaceVertices.SetData( &vertices[0], vertices.Size() );
542 mGeometry.AddVertexBuffer( surfaceVertices );
544 //Indices for triangle formulation
545 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
548 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
550 ComputeSphereVertices( vertices, slices, stacks );
551 FormSphereTriangles( indices, slices, stacks );
553 mObjectDimensions = Vector3::ONE;
556 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
557 float scaleBottomRadius, float scaleHeight, int slices )
559 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
560 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
562 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
563 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
564 float yDimension = scaleHeight;
565 float largestDimension = std::max( xDimension, yDimension );
567 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
568 xDimension / largestDimension );
571 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
572 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
574 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
575 dimensions = dimensions / maxDimension;
577 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
579 ComputeCubeVertices( vertices, dimensions );
580 FormCubeTriangles( indices );
582 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
584 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
585 FormOctahedronTriangles( indices );
587 else //In between, form a bevelled cube.
589 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
590 FormBevelledCubeTriangles( indices );
593 mObjectDimensions = dimensions;
596 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
604 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
606 sinTable.Resize( divisions );
607 cosTable.Resize( divisions );
609 for( int i = 0; i < divisions; i++ )
611 sinTable[i] = sin( angleDivision * i );
612 cosTable[i] = cos( angleDivision * i );
616 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
618 //Tables for calculating slices angles and stacks angles, respectively.
619 Vector<float> sinTable1;
620 Vector<float> cosTable1;
621 Vector<float> sinTable2;
622 Vector<float> cosTable2;
624 ComputeCircleTables( sinTable1, cosTable1, slices, false );
625 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
627 int numVertices = slices * ( stacks - 1 ) + 2;
628 vertices.Resize( numVertices );
630 int vertexIndex = 0; //Track progress through vertices.
636 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
637 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
641 for( int i = 1; i < stacks; i++ )
643 for( int j = 0; j < slices; j++, vertexIndex++ )
645 x = cosTable1[j] * sinTable2[i];
647 z = sinTable1[j] * sinTable2[i];
649 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
650 vertices[vertexIndex].normal = Vector3( x, y, z );
655 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
656 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
659 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
663 //Set indices to placeholder "error" values.
664 //This will display nothing, which is the expected behaviour for this edge case.
669 int numTriangles = 2 * slices * ( stacks - 1 );
671 indices.Resize( 3 * numTriangles );
673 int indiceIndex = 0; //Used to keep track of progress through indices.
674 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
675 int currentCycleBeginning = 1 + slices;
677 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
678 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
680 indices[indiceIndex] = 0;
683 //End, so loop around.
684 indices[indiceIndex + 1] = 1;
688 indices[indiceIndex + 1] = i + 1;
690 indices[indiceIndex + 2] = i;
693 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
694 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
696 for( int j = 0; j < slices; j++, indiceIndex += 6 )
698 if( j == slices - 1 )
700 //End, so loop around.
701 indices[indiceIndex] = previousCycleBeginning + j;
702 indices[indiceIndex + 1] = previousCycleBeginning;
703 indices[indiceIndex + 2] = currentCycleBeginning + j;
704 indices[indiceIndex + 3] = currentCycleBeginning + j;
705 indices[indiceIndex + 4] = previousCycleBeginning;
706 indices[indiceIndex + 5] = currentCycleBeginning;
710 indices[indiceIndex] = previousCycleBeginning + j;
711 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
712 indices[indiceIndex + 2] = currentCycleBeginning + j;
713 indices[indiceIndex + 3] = currentCycleBeginning + j;
714 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
715 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
720 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
721 for( int i = 0; i < slices; i++, indiceIndex += 3 )
723 indices[indiceIndex] = previousCycleBeginning + slices;
724 indices[indiceIndex + 1] = previousCycleBeginning + i;
725 if( i == slices - 1 )
727 //End, so loop around.
728 indices[indiceIndex + 2] = previousCycleBeginning;
732 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
737 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
738 float scaleBottomRadius, float scaleHeight, int slices )
740 int vertexIndex = 0; //Track progress through vertices.
741 Vector<float> sinTable;
742 Vector<float> cosTable;
744 ComputeCircleTables( sinTable, cosTable, slices, false );
746 int numVertices = 2; //Always will have one at the top and one at the bottom.
748 //Add vertices for each circle. Need two per point for different face normals.
749 if( scaleTopRadius > 0.0 )
751 numVertices += 2 * slices;
753 if( scaleBottomRadius > 0.0 )
755 numVertices += 2 * slices;
758 vertices.Resize( numVertices );
761 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
762 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
763 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
764 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
766 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
768 float y = scaleHeight / biggestObjectDimension / 2.0f;
772 vertices[0].position = Vector3( 0, y, 0 );
773 vertices[0].normal = Vector3( 0, 1, 0 );
777 if( scaleTopRadius > 0.0 )
779 //Loop around the circle.
780 for( int i = 0; i < slices; i++, vertexIndex++ )
782 x = sinTable[i] * scaleTopRadius;
783 z = cosTable[i] * scaleTopRadius;
785 //Upward-facing normal.
786 vertices[vertexIndex].position = Vector3( x, y, z );
787 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
789 //Outward-facing normal.
790 vertices[vertexIndex + slices].position = Vector3( x, y, z );
791 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
794 vertexIndex += slices;
798 if( scaleBottomRadius > 0.0 )
800 //Loop around the circle.
801 for( int i = 0; i < slices; i++, vertexIndex++ )
803 x = sinTable[i] * scaleBottomRadius;
804 z = cosTable[i] * scaleBottomRadius;
806 //Outward-facing normal.
807 vertices[vertexIndex].position = Vector3( x, -y, z );
808 vertices[vertexIndex].normal = Vector3( x, 0, z );
810 //Downward-facing normal.
811 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
812 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
815 vertexIndex += slices;
819 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
820 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
824 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
825 float scaleBottomRadius, int slices )
827 int indiceIndex = 0; //Track progress through indices.
828 int numTriangles = 0;
829 bool coneTop = scaleTopRadius <= 0.0;
830 bool coneBottom = scaleBottomRadius <= 0.0;
832 if( coneTop && coneBottom )
834 //Set indices to placeholder "error" values.
835 //This will display nothing, which is the expected behaviour for this edge case.
842 numTriangles += 2 * slices;
846 numTriangles += 2 * slices;
849 indices.Resize( 3 * numTriangles );
851 //Switch on the type of conic we have.
852 if( !coneTop && !coneBottom )
854 //Top circle. Start at index of first outer point and go around.
855 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
857 indices[indiceIndex] = 0;
858 indices[indiceIndex + 1] = i;
861 //End, so loop around.
862 indices[indiceIndex + 2] = 1;
866 indices[indiceIndex + 2] = i + 1;
870 int topCycleBeginning = slices + 1;
871 int bottomCycleBeginning = topCycleBeginning + slices;
874 for( int i = 0; i < slices; i++, indiceIndex += 6 )
876 if( i == slices - 1 )
878 //End, so loop around.
879 indices[indiceIndex] = topCycleBeginning + i;
880 indices[indiceIndex + 1] = bottomCycleBeginning + i;
881 indices[indiceIndex + 2] = topCycleBeginning;
882 indices[indiceIndex + 3] = bottomCycleBeginning + i;
883 indices[indiceIndex + 4] = bottomCycleBeginning;
884 indices[indiceIndex + 5] = topCycleBeginning;
888 indices[indiceIndex] = topCycleBeginning + i;
889 indices[indiceIndex + 1] = bottomCycleBeginning + i;
890 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
891 indices[indiceIndex + 3] = bottomCycleBeginning + i;
892 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
893 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
897 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
900 for( int i = 0; i < slices; i++, indiceIndex += 3 )
902 indices[indiceIndex] = bottomFaceCycleBeginning;
903 if( i == slices - 1 )
905 //End, so loop around.
906 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
910 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
912 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
915 else if( !coneTop || !coneBottom )
917 //Top circle/edges. Start at index of first outer point and go around.
918 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
920 indices[indiceIndex] = 0;
921 indices[indiceIndex + 1] = i;
924 //End, so loop around.
925 indices[indiceIndex + 2] = 1;
929 indices[indiceIndex + 2] = i + 1;
933 //Bottom circle/edges. Start at index of first outer point and go around.
934 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
936 indices[indiceIndex] = 2 * slices + 1;
939 //End, so loop around.
940 indices[indiceIndex + 1] = slices + 1;
944 indices[indiceIndex + 1] = slices + i + 1;
946 indices[indiceIndex + 2] = slices + i;
951 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
953 int numVertices = 4 * 6; //Four per face.
954 int vertexIndex = 0; //Tracks progress through vertices.
955 float scaledX = 0.5 * dimensions.x;
956 float scaledY = 0.5 * dimensions.y;
957 float scaledZ = 0.5 * dimensions.z;
959 vertices.Resize( numVertices );
961 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
963 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
966 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
967 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
968 positions[2] = Vector3( scaledX, scaledY, scaledZ );
969 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
970 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
971 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
972 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
973 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
975 normals[0] = Vector3( 0, 1, 0 );
976 normals[1] = Vector3( 0, 0, -1 );
977 normals[2] = Vector3( 1, 0, 0 );
978 normals[3] = Vector3( 0, 0, 1 );
979 normals[4] = Vector3( -1, 0, 0 );
980 normals[5] = Vector3( 0, -1, 0 );
982 //Top face, upward normals.
983 for( int i = 0; i < 4; i++, vertexIndex++ )
985 vertices[vertexIndex].position = positions[i];
986 vertices[vertexIndex].normal = normals[0];
989 //Top face, outward normals.
990 for( int i = 0; i < 4; i++, vertexIndex += 2 )
992 vertices[vertexIndex].position = positions[i];
993 vertices[vertexIndex].normal = normals[i + 1];
997 //End, so loop around.
998 vertices[vertexIndex + 1].position = positions[0];
1002 vertices[vertexIndex + 1].position = positions[i + 1];
1004 vertices[vertexIndex + 1].normal = normals[i + 1];
1007 //Bottom face, outward normals.
1008 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1010 vertices[vertexIndex].position = positions[i + 4];
1011 vertices[vertexIndex].normal = normals[i + 1];
1015 //End, so loop around.
1016 vertices[vertexIndex + 1].position = positions[4];
1020 vertices[vertexIndex + 1].position = positions[i + 5];
1022 vertices[vertexIndex + 1].normal = normals[i + 1];
1025 //Bottom face, downward normals.
1026 for( int i = 0; i < 4; i++, vertexIndex++ )
1028 vertices[vertexIndex].position = positions[i + 4];
1029 vertices[vertexIndex].normal = normals[5];
1034 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1036 int numTriangles = 12;
1037 int triangleIndex = 0; //Track progress through indices.
1039 indices.Resize( 3 * numTriangles );
1042 indices[triangleIndex] = 0;
1043 indices[triangleIndex + 1] = 2;
1044 indices[triangleIndex + 2] = 1;
1045 indices[triangleIndex + 3] = 2;
1046 indices[triangleIndex + 4] = 0;
1047 indices[triangleIndex + 5] = 3;
1050 int topFaceStart = 4;
1051 int bottomFaceStart = 12;
1054 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1056 indices[triangleIndex ] = i + topFaceStart;
1057 indices[triangleIndex + 1] = i + topFaceStart + 1;
1058 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1059 indices[triangleIndex + 3] = i + topFaceStart;
1060 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1061 indices[triangleIndex + 5] = i + bottomFaceStart;
1065 indices[triangleIndex] = 20;
1066 indices[triangleIndex + 1] = 21;
1067 indices[triangleIndex + 2] = 22;
1068 indices[triangleIndex + 3] = 22;
1069 indices[triangleIndex + 4] = 23;
1070 indices[triangleIndex + 5] = 20;
1073 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1075 int numVertices = 3 * 8; //Three per face
1076 int vertexIndex = 0; //Tracks progress through vertices.
1077 float scaledX = 0.5 * dimensions.x;
1078 float scaledY = 0.5 * dimensions.y;
1079 float scaledZ = 0.5 * dimensions.z;
1081 vertices.Resize( numVertices );
1083 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1084 positions.Resize(6);
1085 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1087 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1088 outerNormals.Resize( 6 );
1090 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1091 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1092 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1093 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1094 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1095 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1097 normals[0] = Vector3( -1, 1, -1 );
1098 normals[1] = Vector3( 1, 1, -1 );
1099 normals[2] = Vector3( 1, 1, 1 );
1100 normals[3] = Vector3( -1, 1, 1 );
1101 normals[4] = Vector3( -1, -1, -1 );
1102 normals[5] = Vector3( 1, -1, -1 );
1103 normals[6] = Vector3( 1, -1, 1 );
1104 normals[7] = Vector3( -1, -1, 1 );
1106 outerNormals[0] = Vector3( 0, 1, 0 );
1107 outerNormals[1] = Vector3( -1, 0, 0 );
1108 outerNormals[2] = Vector3( 0, 0, -1 );
1109 outerNormals[3] = Vector3( 1, 0, 0 );
1110 outerNormals[4] = Vector3( 0, 0, 1 );
1111 outerNormals[5] = Vector3( 0, -1, 0 );
1113 //Loop through top faces.
1114 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1118 //End, so loop around.
1119 vertices[vertexIndex ].position = positions[0];
1120 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1121 vertices[vertexIndex + 1].position = positions[1];
1122 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1123 vertices[vertexIndex + 2].position = positions[i + 1];
1124 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1128 vertices[vertexIndex ].position = positions[0];
1129 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1130 vertices[vertexIndex + 1].position = positions[i + 2];
1131 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1132 vertices[vertexIndex + 2].position = positions[i + 1];
1133 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1137 //Loop through bottom faces.
1138 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1142 //End, so loop around.
1143 vertices[vertexIndex ].position = positions[5];
1144 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1145 vertices[vertexIndex + 1].position = positions[i + 1];
1146 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1147 vertices[vertexIndex + 2].position = positions[1];
1148 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1152 vertices[vertexIndex ].position = positions[5];
1153 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1154 vertices[vertexIndex + 1].position = positions[i + 1];
1155 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1156 vertices[vertexIndex + 2].position = positions[i + 2];
1157 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1162 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1164 int numTriangles = 8;
1165 int numIndices = numTriangles * 3;
1167 indices.Resize( numIndices );
1169 for( unsigned short i = 0; i < numIndices; i++ )
1175 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1176 float bevelPercentage, float bevelSmoothness )
1178 int numPositions = 24;
1180 int numOuterFaces = 6;
1181 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1182 int vertexIndex = 0; //Track progress through vertices.
1183 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1185 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1186 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1188 //Distances from centre to outer edge points.
1189 float outerX = 0.5 * dimensions.x;
1190 float outerY = 0.5 * dimensions.y;
1191 float outerZ = 0.5 * dimensions.z;
1193 //Distances from centre to bevelled points.
1194 float bevelX = outerX - bevelAmount;
1195 float bevelY = outerY - bevelAmount;
1196 float bevelZ = outerZ - bevelAmount;
1198 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1199 positions.Resize( numPositions );
1200 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1201 normals.Resize( numFaces );
1202 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1203 outerNormals.Resize( numOuterFaces );
1204 vertices.Resize( numVertices );
1206 //Topmost face positions.
1207 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1208 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1209 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1210 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1212 //Second layer positions.
1213 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1214 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1215 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1216 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1217 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1218 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1219 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1220 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1222 //Third layer positions.
1223 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1224 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1225 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1226 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1227 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1228 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1229 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1230 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1232 //Bottom-most face positions.
1233 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1234 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1235 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1236 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1239 normals[0 ] = Vector3( 0, 1, 0 );
1241 //Top slope normals.
1242 normals[1 ] = Vector3( -1, 1, -1 );
1243 normals[2 ] = Vector3( 0, 1, -1 );
1244 normals[3 ] = Vector3( 1, 1, -1 );
1245 normals[4 ] = Vector3( 1, 1, 0 );
1246 normals[5 ] = Vector3( 1, 1, 1 );
1247 normals[6 ] = Vector3( 0, 1, 1 );
1248 normals[7 ] = Vector3( -1, 1, 1 );
1249 normals[8 ] = Vector3( -1, 1, 0 );
1252 normals[9 ] = Vector3( -1, 0, -1 );
1253 normals[10] = Vector3( 0, 0, -1 );
1254 normals[11] = Vector3( 1, 0, -1 );
1255 normals[12] = Vector3( 1, 0, 0 );
1256 normals[13] = Vector3( 1, 0, 1 );
1257 normals[14] = Vector3( 0, 0, 1 );
1258 normals[15] = Vector3( -1, 0, 1 );
1259 normals[16] = Vector3( -1, 0, 0 );
1261 //Bottom slope normals.
1262 normals[17] = Vector3( -1, -1, -1 );
1263 normals[18] = Vector3( 0, -1, -1 );
1264 normals[19] = Vector3( 1, -1, -1 );
1265 normals[20] = Vector3( 1, -1, 0 );
1266 normals[21] = Vector3( 1, -1, 1 );
1267 normals[22] = Vector3( 0, -1, 1 );
1268 normals[23] = Vector3( -1, -1, 1 );
1269 normals[24] = Vector3( -1, -1, 0 );
1271 //Bottom face normal.
1272 normals[25] = Vector3( 0, -1, 0 );
1274 //Top, back, right, front, left and bottom faces, respectively.
1275 outerNormals[0] = Vector3( 0, 1, 0 );
1276 outerNormals[1] = Vector3( 0, 0, -1 );
1277 outerNormals[2] = Vector3( 1, 0, 0 );
1278 outerNormals[3] = Vector3( 0, 0, 1 );
1279 outerNormals[4] = Vector3( -1, 0, 0 );
1280 outerNormals[5] = Vector3( 0, -1, 0 );
1282 //Topmost face vertices.
1283 for( int i = 0; i < 4; i++, vertexIndex++ )
1285 vertices[vertexIndex].position = positions[i];
1286 vertices[vertexIndex].normal = normals[normalIndex];
1291 //Top slope vertices.
1292 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1295 vertices[vertexIndex ].position = positions[i];
1296 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1297 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1298 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1299 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1300 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1305 //End, so loop around.
1306 vertices[vertexIndex + 3].position = positions[i];
1307 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1308 vertices[vertexIndex + 4].position = positions[0];
1309 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1310 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1311 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1312 vertices[vertexIndex + 6].position = positions[4];
1313 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1317 vertices[vertexIndex + 3].position = positions[i];
1318 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1319 vertices[vertexIndex + 4].position = positions[i + 1];
1320 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1321 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1322 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1323 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1324 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1328 int secondCycleBeginning = 4;
1329 int thirdCycleBeginning = secondCycleBeginning + 8;
1330 int bottomCycleBeginning = thirdCycleBeginning + 8;
1333 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1337 //End, so loop around.
1338 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1339 vertices[vertexIndex ].normal = normals[normalIndex];
1340 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1341 vertices[vertexIndex + 1].normal = normals[normalIndex];
1342 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1343 vertices[vertexIndex + 2].normal = normals[normalIndex];
1344 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1345 vertices[vertexIndex + 3].normal = normals[normalIndex];
1347 else if( (i % 2) == 0 )
1349 //'even' faces are corner ones, and need smoothing.
1350 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1351 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1352 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1353 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1354 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1355 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1356 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1357 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1361 //'odd' faces are outer ones, and so don't need smoothing.
1362 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1363 vertices[vertexIndex ].normal = normals[normalIndex];
1364 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1365 vertices[vertexIndex + 1].normal = normals[normalIndex];
1366 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1367 vertices[vertexIndex + 2].normal = normals[normalIndex];
1368 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1369 vertices[vertexIndex + 3].normal = normals[normalIndex];
1373 //Bottom slope vertices.
1374 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1377 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1378 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1379 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1380 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1381 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1382 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1387 //End, so loop around.
1388 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1389 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1390 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1391 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1392 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1393 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1394 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1395 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1399 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1400 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1401 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1402 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1403 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1404 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1405 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1406 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1410 //Bottom-most face vertices.
1411 for( int i = 0; i < 4; i++, vertexIndex++ )
1413 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1414 vertices[vertexIndex].normal = normals[normalIndex];
1420 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1422 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1423 int indiceIndex = 0; //Track progress through indices.
1424 int vertexIndex = 0; //Track progress through vertices as they're processed.
1426 indices.Resize( 3 * numTriangles );
1429 indices[indiceIndex ] = vertexIndex;
1430 indices[indiceIndex + 1] = vertexIndex + 2;
1431 indices[indiceIndex + 2] = vertexIndex + 1;
1432 indices[indiceIndex + 3] = vertexIndex + 0;
1433 indices[indiceIndex + 4] = vertexIndex + 3;
1434 indices[indiceIndex + 5] = vertexIndex + 2;
1439 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1442 indices[indiceIndex ] = vertexIndex;
1443 indices[indiceIndex + 1] = vertexIndex + 2;
1444 indices[indiceIndex + 2] = vertexIndex + 1;
1447 indices[indiceIndex + 3] = vertexIndex + 3;
1448 indices[indiceIndex + 4] = vertexIndex + 4;
1449 indices[indiceIndex + 5] = vertexIndex + 5;
1450 indices[indiceIndex + 6] = vertexIndex + 4;
1451 indices[indiceIndex + 7] = vertexIndex + 6;
1452 indices[indiceIndex + 8] = vertexIndex + 5;
1456 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1458 indices[indiceIndex ] = vertexIndex;
1459 indices[indiceIndex + 1] = vertexIndex + 1;
1460 indices[indiceIndex + 2] = vertexIndex + 2;
1461 indices[indiceIndex + 3] = vertexIndex + 1;
1462 indices[indiceIndex + 4] = vertexIndex + 3;
1463 indices[indiceIndex + 5] = vertexIndex + 2;
1467 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1470 indices[indiceIndex ] = vertexIndex;
1471 indices[indiceIndex + 1] = vertexIndex + 1;
1472 indices[indiceIndex + 2] = vertexIndex + 2;
1475 indices[indiceIndex + 3] = vertexIndex + 3;
1476 indices[indiceIndex + 4] = vertexIndex + 4;
1477 indices[indiceIndex + 5] = vertexIndex + 5;
1478 indices[indiceIndex + 6] = vertexIndex + 4;
1479 indices[indiceIndex + 7] = vertexIndex + 6;
1480 indices[indiceIndex + 8] = vertexIndex + 5;
1484 indices[indiceIndex ] = vertexIndex;
1485 indices[indiceIndex + 1] = vertexIndex + 1;
1486 indices[indiceIndex + 2] = vertexIndex + 2;
1487 indices[indiceIndex + 3] = vertexIndex + 0;
1488 indices[indiceIndex + 4] = vertexIndex + 2;
1489 indices[indiceIndex + 5] = vertexIndex + 3;
1494 } // namespace Internal
1496 } // namespace Toolkit