2 * Copyright (c) 2016 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/public-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/internal/visuals/visual-base-data-impl.h>
44 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
45 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
46 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
52 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
55 const char * const PRIMITIVE_SHAPE( "shape" );
56 const char * const SHAPE_COLOR( "mixColor" );
57 const char * const SLICES( "slices" );
58 const char * const STACKS( "stacks" );
59 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
60 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
61 const char * const SCALE_HEIGHT( "scaleHeight" );
62 const char * const SCALE_RADIUS( "scaleRadius" );
63 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
64 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
65 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
66 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
68 //Primitive property defaults
69 const int DEFAULT_SLICES = 128; ///< For spheres and conics
70 const int DEFAULT_STACKS = 128; ///< For spheres and conics
71 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
72 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
73 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
74 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
75 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
76 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
77 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
80 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
81 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
82 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
83 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
84 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
85 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
86 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
88 //Specific shape labels.
89 const char * const SPHERE_LABEL( "SPHERE" );
90 const char * const CONE_LABEL( "CONE" );
91 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
92 const char * const CYLINDER_LABEL( "CYLINDER" );
93 const char * const CUBE_LABEL( "CUBE" );
94 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
95 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
98 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
99 const char * const COLOR_UNIFORM_NAME( "mixColor" );
100 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
101 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
104 const char * const POSITION( "aPosition");
105 const char * const NORMAL( "aNormal" );
106 const char * const INDICES( "aIndices" );
108 //A simple shader that applies diffuse lighting to a mono-coloured object.
109 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
110 attribute highp vec3 aPosition;\n
111 attribute highp vec2 aTexCoord;\n
112 attribute highp vec3 aNormal;\n
113 varying mediump vec3 vIllumination;\n
114 uniform mediump vec3 uSize;\n
115 uniform mediump vec3 uObjectDimensions;\n
116 uniform mediump mat4 uMvpMatrix;\n
117 uniform mediump mat4 uModelView;\n
118 uniform mediump mat4 uViewMatrix;\n
119 uniform mediump mat3 uNormalMatrix;\n
120 uniform mediump mat4 uObjectMatrix;\n
121 uniform mediump vec3 lightPosition;\n
122 uniform mediump vec2 uStageOffset;\n
126 float xRatio = uSize.x / uObjectDimensions.x;\n
127 float yRatio = uSize.y / uObjectDimensions.y;\n
128 float scaleFactor = min( xRatio, yRatio );\n
130 vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
131 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
132 vertexPosition = uMvpMatrix * vertexPosition;\n
134 //Illumination in Model-View space - Transform attributes and uniforms\n
135 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
136 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
138 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
139 mvLightPosition = uViewMatrix * mvLightPosition;\n
140 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
142 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
143 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
145 gl_Position = vertexPosition;\n
149 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
150 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
151 precision mediump float;\n
152 varying mediump vec3 vIllumination;\n
153 uniform lowp vec4 uColor;\n
154 uniform lowp vec4 mixColor;\n
158 vec4 baseColor = mixColor * uColor;\n
159 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
163 } // unnamed namespace
165 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
167 return new PrimitiveVisual( factoryCache );
170 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
171 : Visual::Base( factoryCache ),
172 mColor( DEFAULT_COLOR ),
173 mScaleDimensions( Vector3::ONE ),
174 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
175 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
176 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
177 mScaleRadius( DEFAULT_SCALE_RADIUS ),
178 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
179 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
180 mSlices( DEFAULT_SLICES ),
181 mStacks( DEFAULT_STACKS ),
182 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
186 PrimitiveVisual::~PrimitiveVisual()
190 void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
192 //Find out which shape to renderer.
193 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
194 if( primitiveTypeValue )
196 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
200 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
203 //Read in other potential properties.
205 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
206 if( color && !color->Get( mColor ) )
208 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
211 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
214 if( slices->Get( mSlices ) )
217 if( mSlices > MAX_PARTITIONS )
219 mSlices = MAX_PARTITIONS;
220 DALI_LOG_WARNING( "Value for slices clamped.\n" );
222 else if ( mSlices < MIN_SLICES )
224 mSlices = MIN_SLICES;
225 DALI_LOG_WARNING( "Value for slices clamped.\n" );
230 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
234 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
237 if( stacks->Get( mStacks ) )
240 if( mStacks > MAX_PARTITIONS )
242 mStacks = MAX_PARTITIONS;
243 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
245 else if ( mStacks < MIN_STACKS )
247 mStacks = MIN_STACKS;
248 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
253 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
257 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
258 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
260 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
263 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
264 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
266 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
269 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
270 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
272 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
275 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
276 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
278 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
281 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
284 if( dimensions->Get( mScaleDimensions ) )
286 //If any dimension is invalid, set it to a sensible default.
287 if( mScaleDimensions.x <= 0.0 )
289 mScaleDimensions.x = 1.0;
290 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
292 if( mScaleDimensions.y <= 0.0 )
294 mScaleDimensions.y = 1.0;
295 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
297 if( mScaleDimensions.z <= 0.0 )
299 mScaleDimensions.z = 1.0;
300 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
305 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
309 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
312 if( bevel->Get( mBevelPercentage ) )
315 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
317 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
318 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
320 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
322 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
323 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
328 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
332 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
335 if( smoothness->Get( mBevelSmoothness ) )
338 if( mBevelSmoothness < MIN_SMOOTHNESS )
340 mBevelSmoothness = MIN_SMOOTHNESS;
341 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
343 else if( mBevelSmoothness > MAX_SMOOTHNESS )
345 mBevelSmoothness = MAX_SMOOTHNESS;
346 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
351 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
355 //Read in light position.
356 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
359 if( !lightPosition->Get( mLightPosition ) )
361 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
362 mLightPosition = Vector3::ZERO;
367 //Default behaviour is to place the light directly in front of the object,
368 // at a reasonable distance to light everything on screen.
369 Stage stage = Stage::GetCurrent();
371 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
375 void PrimitiveVisual::SetSize( const Vector2& size )
377 Visual::Base::SetSize( size );
379 // ToDo: renderer responds to the size change
382 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
384 naturalSize.x = mObjectDimensions.x;
385 naturalSize.y = mObjectDimensions.y;
388 void PrimitiveVisual::DoSetOnStage( Actor& actor )
390 InitializeRenderer();
392 actor.AddRenderer( mImpl->mRenderer );
395 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
398 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
399 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
400 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
401 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
402 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
403 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
404 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
405 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
406 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
407 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
408 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
409 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
410 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
413 void PrimitiveVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
418 Dali::Property::Value PrimitiveVisual::DoGetProperty( Dali::Property::Index index )
421 return Dali::Property::Value();
424 void PrimitiveVisual::InitializeRenderer()
436 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
437 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
440 void PrimitiveVisual::UpdateShaderUniforms()
442 Stage stage = Stage::GetCurrent();
443 float width = stage.GetSize().width;
444 float height = stage.GetSize().height;
446 //Flip model to account for DALi starting with (0, 0) at the top left.
448 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
450 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
451 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
452 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
453 mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
454 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
457 void PrimitiveVisual::CreateShader()
459 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
460 UpdateShaderUniforms();
463 void PrimitiveVisual::CreateGeometry()
465 Dali::Vector<Vertex> vertices;
466 Dali::Vector<unsigned short> indices;
468 switch( mPrimitiveType )
470 case Toolkit::PrimitiveVisual::Shape::SPHERE:
472 CreateSphere( vertices, indices, mSlices, mStacks );
475 case Toolkit::PrimitiveVisual::Shape::CONE:
477 //Create a conic with zero top radius.
478 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
481 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
483 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
486 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
488 //Create a conic with equal radii on the top and bottom.
489 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
492 case Toolkit::PrimitiveVisual::Shape::CUBE:
494 //Create a cube by creating a bevelled cube with minimum bevel.
495 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
498 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
500 //Create an octahedron by creating a bevelled cube with maximum bevel.
501 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
504 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
506 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
511 mGeometry = Geometry::New();
514 Property::Map vertexFormat;
515 vertexFormat[POSITION] = Property::VECTOR3;
516 vertexFormat[NORMAL] = Property::VECTOR3;
517 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
518 surfaceVertices.SetData( &vertices[0], vertices.Size() );
520 mGeometry.AddVertexBuffer( surfaceVertices );
522 //Indices for triangle formulation
523 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
526 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
528 ComputeSphereVertices( vertices, slices, stacks );
529 FormSphereTriangles( indices, slices, stacks );
531 mObjectDimensions = Vector3::ONE;
534 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
535 float scaleBottomRadius, float scaleHeight, int slices )
537 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
538 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
540 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
541 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
542 float yDimension = scaleHeight;
543 float largestDimension = std::max( xDimension, yDimension );
545 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
546 xDimension / largestDimension );
549 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
550 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
552 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
553 dimensions = dimensions / maxDimension;
555 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
557 ComputeCubeVertices( vertices, dimensions );
558 FormCubeTriangles( indices );
560 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
562 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
563 FormOctahedronTriangles( indices );
565 else //In between, form a bevelled cube.
567 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
568 FormBevelledCubeTriangles( indices );
571 mObjectDimensions = dimensions;
574 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
582 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
584 sinTable.Resize( divisions );
585 cosTable.Resize( divisions );
587 for( int i = 0; i < divisions; i++ )
589 sinTable[i] = sin( angleDivision * i );
590 cosTable[i] = cos( angleDivision * i );
594 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
596 //Tables for calculating slices angles and stacks angles, respectively.
597 Vector<float> sinTable1;
598 Vector<float> cosTable1;
599 Vector<float> sinTable2;
600 Vector<float> cosTable2;
602 ComputeCircleTables( sinTable1, cosTable1, slices, false );
603 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
605 int numVertices = slices * ( stacks - 1 ) + 2;
606 vertices.Resize( numVertices );
608 int vertexIndex = 0; //Track progress through vertices.
614 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
615 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
619 for( int i = 1; i < stacks; i++ )
621 for( int j = 0; j < slices; j++, vertexIndex++ )
623 x = cosTable1[j] * sinTable2[i];
625 z = sinTable1[j] * sinTable2[i];
627 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
628 vertices[vertexIndex].normal = Vector3( x, y, z );
633 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
634 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
637 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
641 //Set indices to placeholder "error" values.
642 //This will display nothing, which is the expected behaviour for this edge case.
647 int numTriangles = 2 * slices * ( stacks - 1 );
649 indices.Resize( 3 * numTriangles );
651 int indiceIndex = 0; //Used to keep track of progress through indices.
652 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
653 int currentCycleBeginning = 1 + slices;
655 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
656 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
658 indices[indiceIndex] = 0;
661 //End, so loop around.
662 indices[indiceIndex + 1] = 1;
666 indices[indiceIndex + 1] = i + 1;
668 indices[indiceIndex + 2] = i;
671 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
672 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
674 for( int j = 0; j < slices; j++, indiceIndex += 6 )
676 if( j == slices - 1 )
678 //End, so loop around.
679 indices[indiceIndex] = previousCycleBeginning + j;
680 indices[indiceIndex + 1] = previousCycleBeginning;
681 indices[indiceIndex + 2] = currentCycleBeginning + j;
682 indices[indiceIndex + 3] = currentCycleBeginning + j;
683 indices[indiceIndex + 4] = previousCycleBeginning;
684 indices[indiceIndex + 5] = currentCycleBeginning;
688 indices[indiceIndex] = previousCycleBeginning + j;
689 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
690 indices[indiceIndex + 2] = currentCycleBeginning + j;
691 indices[indiceIndex + 3] = currentCycleBeginning + j;
692 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
693 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
698 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
699 for( int i = 0; i < slices; i++, indiceIndex += 3 )
701 indices[indiceIndex] = previousCycleBeginning + slices;
702 indices[indiceIndex + 1] = previousCycleBeginning + i;
703 if( i == slices - 1 )
705 //End, so loop around.
706 indices[indiceIndex + 2] = previousCycleBeginning;
710 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
715 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
716 float scaleBottomRadius, float scaleHeight, int slices )
718 int vertexIndex = 0; //Track progress through vertices.
719 Vector<float> sinTable;
720 Vector<float> cosTable;
722 ComputeCircleTables( sinTable, cosTable, slices, false );
724 int numVertices = 2; //Always will have one at the top and one at the bottom.
726 //Add vertices for each circle. Need two per point for different face normals.
727 if( scaleTopRadius > 0.0 )
729 numVertices += 2 * slices;
731 if( scaleBottomRadius > 0.0 )
733 numVertices += 2 * slices;
736 vertices.Resize( numVertices );
739 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
740 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
741 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
742 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
744 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
746 float y = scaleHeight / biggestObjectDimension / 2.0f;
750 vertices[0].position = Vector3( 0, y, 0 );
751 vertices[0].normal = Vector3( 0, 1, 0 );
755 if( scaleTopRadius > 0.0 )
757 //Loop around the circle.
758 for( int i = 0; i < slices; i++, vertexIndex++ )
760 x = sinTable[i] * scaleTopRadius;
761 z = cosTable[i] * scaleTopRadius;
763 //Upward-facing normal.
764 vertices[vertexIndex].position = Vector3( x, y, z );
765 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
767 //Outward-facing normal.
768 vertices[vertexIndex + slices].position = Vector3( x, y, z );
769 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
772 vertexIndex += slices;
776 if( scaleBottomRadius > 0.0 )
778 //Loop around the circle.
779 for( int i = 0; i < slices; i++, vertexIndex++ )
781 x = sinTable[i] * scaleBottomRadius;
782 z = cosTable[i] * scaleBottomRadius;
784 //Outward-facing normal.
785 vertices[vertexIndex].position = Vector3( x, -y, z );
786 vertices[vertexIndex].normal = Vector3( x, 0, z );
788 //Downward-facing normal.
789 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
790 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
793 vertexIndex += slices;
797 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
798 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
802 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
803 float scaleBottomRadius, int slices )
805 int indiceIndex = 0; //Track progress through indices.
806 int numTriangles = 0;
807 bool coneTop = scaleTopRadius <= 0.0;
808 bool coneBottom = scaleBottomRadius <= 0.0;
810 if( coneTop && coneBottom )
812 //Set indices to placeholder "error" values.
813 //This will display nothing, which is the expected behaviour for this edge case.
820 numTriangles += 2 * slices;
824 numTriangles += 2 * slices;
827 indices.Resize( 3 * numTriangles );
829 //Switch on the type of conic we have.
830 if( !coneTop && !coneBottom )
832 //Top circle. Start at index of first outer point and go around.
833 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
835 indices[indiceIndex] = 0;
836 indices[indiceIndex + 1] = i;
839 //End, so loop around.
840 indices[indiceIndex + 2] = 1;
844 indices[indiceIndex + 2] = i + 1;
848 int topCycleBeginning = slices + 1;
849 int bottomCycleBeginning = topCycleBeginning + slices;
852 for( int i = 0; i < slices; i++, indiceIndex += 6 )
854 if( i == slices - 1 )
856 //End, so loop around.
857 indices[indiceIndex] = topCycleBeginning + i;
858 indices[indiceIndex + 1] = bottomCycleBeginning + i;
859 indices[indiceIndex + 2] = topCycleBeginning;
860 indices[indiceIndex + 3] = bottomCycleBeginning + i;
861 indices[indiceIndex + 4] = bottomCycleBeginning;
862 indices[indiceIndex + 5] = topCycleBeginning;
866 indices[indiceIndex] = topCycleBeginning + i;
867 indices[indiceIndex + 1] = bottomCycleBeginning + i;
868 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
869 indices[indiceIndex + 3] = bottomCycleBeginning + i;
870 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
871 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
875 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
878 for( int i = 0; i < slices; i++, indiceIndex += 3 )
880 indices[indiceIndex] = bottomFaceCycleBeginning;
881 if( i == slices - 1 )
883 //End, so loop around.
884 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
888 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
890 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
893 else if( !coneTop || !coneBottom )
895 //Top circle/edges. Start at index of first outer point and go around.
896 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
898 indices[indiceIndex] = 0;
899 indices[indiceIndex + 1] = i;
902 //End, so loop around.
903 indices[indiceIndex + 2] = 1;
907 indices[indiceIndex + 2] = i + 1;
911 //Bottom circle/edges. Start at index of first outer point and go around.
912 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
914 indices[indiceIndex] = 2 * slices + 1;
917 //End, so loop around.
918 indices[indiceIndex + 1] = slices + 1;
922 indices[indiceIndex + 1] = slices + i + 1;
924 indices[indiceIndex + 2] = slices + i;
929 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
931 int numVertices = 4 * 6; //Four per face.
932 int vertexIndex = 0; //Tracks progress through vertices.
933 float scaledX = 0.5 * dimensions.x;
934 float scaledY = 0.5 * dimensions.y;
935 float scaledZ = 0.5 * dimensions.z;
937 vertices.Resize( numVertices );
939 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
941 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
944 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
945 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
946 positions[2] = Vector3( scaledX, scaledY, scaledZ );
947 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
948 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
949 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
950 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
951 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
953 normals[0] = Vector3( 0, 1, 0 );
954 normals[1] = Vector3( 0, 0, -1 );
955 normals[2] = Vector3( 1, 0, 0 );
956 normals[3] = Vector3( 0, 0, 1 );
957 normals[4] = Vector3( -1, 0, 0 );
958 normals[5] = Vector3( 0, -1, 0 );
960 //Top face, upward normals.
961 for( int i = 0; i < 4; i++, vertexIndex++ )
963 vertices[vertexIndex].position = positions[i];
964 vertices[vertexIndex].normal = normals[0];
967 //Top face, outward normals.
968 for( int i = 0; i < 4; i++, vertexIndex += 2 )
970 vertices[vertexIndex].position = positions[i];
971 vertices[vertexIndex].normal = normals[i + 1];
975 //End, so loop around.
976 vertices[vertexIndex + 1].position = positions[0];
980 vertices[vertexIndex + 1].position = positions[i + 1];
982 vertices[vertexIndex + 1].normal = normals[i + 1];
985 //Bottom face, outward normals.
986 for( int i = 0; i < 4; i++, vertexIndex += 2 )
988 vertices[vertexIndex].position = positions[i + 4];
989 vertices[vertexIndex].normal = normals[i + 1];
993 //End, so loop around.
994 vertices[vertexIndex + 1].position = positions[4];
998 vertices[vertexIndex + 1].position = positions[i + 5];
1000 vertices[vertexIndex + 1].normal = normals[i + 1];
1003 //Bottom face, downward normals.
1004 for( int i = 0; i < 4; i++, vertexIndex++ )
1006 vertices[vertexIndex].position = positions[i + 4];
1007 vertices[vertexIndex].normal = normals[5];
1012 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1014 int numTriangles = 12;
1015 int triangleIndex = 0; //Track progress through indices.
1017 indices.Resize( 3 * numTriangles );
1020 indices[triangleIndex] = 0;
1021 indices[triangleIndex + 1] = 2;
1022 indices[triangleIndex + 2] = 1;
1023 indices[triangleIndex + 3] = 2;
1024 indices[triangleIndex + 4] = 0;
1025 indices[triangleIndex + 5] = 3;
1028 int topFaceStart = 4;
1029 int bottomFaceStart = 12;
1032 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1034 indices[triangleIndex ] = i + topFaceStart;
1035 indices[triangleIndex + 1] = i + topFaceStart + 1;
1036 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1037 indices[triangleIndex + 3] = i + topFaceStart;
1038 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1039 indices[triangleIndex + 5] = i + bottomFaceStart;
1043 indices[triangleIndex] = 20;
1044 indices[triangleIndex + 1] = 21;
1045 indices[triangleIndex + 2] = 22;
1046 indices[triangleIndex + 3] = 22;
1047 indices[triangleIndex + 4] = 23;
1048 indices[triangleIndex + 5] = 20;
1051 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1053 int numVertices = 3 * 8; //Three per face
1054 int vertexIndex = 0; //Tracks progress through vertices.
1055 float scaledX = 0.5 * dimensions.x;
1056 float scaledY = 0.5 * dimensions.y;
1057 float scaledZ = 0.5 * dimensions.z;
1059 vertices.Resize( numVertices );
1061 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1062 positions.Resize(6);
1063 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1065 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1066 outerNormals.Resize( 6 );
1068 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1069 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1070 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1071 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1072 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1073 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1075 normals[0] = Vector3( -1, 1, -1 );
1076 normals[1] = Vector3( 1, 1, -1 );
1077 normals[2] = Vector3( 1, 1, 1 );
1078 normals[3] = Vector3( -1, 1, 1 );
1079 normals[4] = Vector3( -1, -1, -1 );
1080 normals[5] = Vector3( 1, -1, -1 );
1081 normals[6] = Vector3( 1, -1, 1 );
1082 normals[7] = Vector3( -1, -1, 1 );
1084 outerNormals[0] = Vector3( 0, 1, 0 );
1085 outerNormals[1] = Vector3( -1, 0, 0 );
1086 outerNormals[2] = Vector3( 0, 0, -1 );
1087 outerNormals[3] = Vector3( 1, 0, 0 );
1088 outerNormals[4] = Vector3( 0, 0, 1 );
1089 outerNormals[5] = Vector3( 0, -1, 0 );
1091 //Loop through top faces.
1092 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1096 //End, so loop around.
1097 vertices[vertexIndex ].position = positions[0];
1098 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1099 vertices[vertexIndex + 1].position = positions[1];
1100 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1101 vertices[vertexIndex + 2].position = positions[i + 1];
1102 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1106 vertices[vertexIndex ].position = positions[0];
1107 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1108 vertices[vertexIndex + 1].position = positions[i + 2];
1109 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1110 vertices[vertexIndex + 2].position = positions[i + 1];
1111 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1115 //Loop through bottom faces.
1116 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1120 //End, so loop around.
1121 vertices[vertexIndex ].position = positions[5];
1122 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1123 vertices[vertexIndex + 1].position = positions[i + 1];
1124 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1125 vertices[vertexIndex + 2].position = positions[1];
1126 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1130 vertices[vertexIndex ].position = positions[5];
1131 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1132 vertices[vertexIndex + 1].position = positions[i + 1];
1133 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1134 vertices[vertexIndex + 2].position = positions[i + 2];
1135 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1140 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1142 int numTriangles = 8;
1143 int numIndices = numTriangles * 3;
1145 indices.Resize( numIndices );
1147 for( unsigned short i = 0; i < numIndices; i++ )
1153 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1154 float bevelPercentage, float bevelSmoothness )
1156 int numPositions = 24;
1158 int numOuterFaces = 6;
1159 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1160 int vertexIndex = 0; //Track progress through vertices.
1161 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1163 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1164 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1166 //Distances from centre to outer edge points.
1167 float outerX = 0.5 * dimensions.x;
1168 float outerY = 0.5 * dimensions.y;
1169 float outerZ = 0.5 * dimensions.z;
1171 //Distances from centre to bevelled points.
1172 float bevelX = outerX - bevelAmount;
1173 float bevelY = outerY - bevelAmount;
1174 float bevelZ = outerZ - bevelAmount;
1176 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1177 positions.Resize( numPositions );
1178 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1179 normals.Resize( numFaces );
1180 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1181 outerNormals.Resize( numOuterFaces );
1182 vertices.Resize( numVertices );
1184 //Topmost face positions.
1185 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1186 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1187 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1188 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1190 //Second layer positions.
1191 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1192 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1193 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1194 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1195 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1196 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1197 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1198 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1200 //Third layer positions.
1201 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1202 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1203 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1204 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1205 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1206 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1207 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1208 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1210 //Bottom-most face positions.
1211 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1212 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1213 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1214 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1217 normals[0 ] = Vector3( 0, 1, 0 );
1219 //Top slope normals.
1220 normals[1 ] = Vector3( -1, 1, -1 );
1221 normals[2 ] = Vector3( 0, 1, -1 );
1222 normals[3 ] = Vector3( 1, 1, -1 );
1223 normals[4 ] = Vector3( 1, 1, 0 );
1224 normals[5 ] = Vector3( 1, 1, 1 );
1225 normals[6 ] = Vector3( 0, 1, 1 );
1226 normals[7 ] = Vector3( -1, 1, 1 );
1227 normals[8 ] = Vector3( -1, 1, 0 );
1230 normals[9 ] = Vector3( -1, 0, -1 );
1231 normals[10] = Vector3( 0, 0, -1 );
1232 normals[11] = Vector3( 1, 0, -1 );
1233 normals[12] = Vector3( 1, 0, 0 );
1234 normals[13] = Vector3( 1, 0, 1 );
1235 normals[14] = Vector3( 0, 0, 1 );
1236 normals[15] = Vector3( -1, 0, 1 );
1237 normals[16] = Vector3( -1, 0, 0 );
1239 //Bottom slope normals.
1240 normals[17] = Vector3( -1, -1, -1 );
1241 normals[18] = Vector3( 0, -1, -1 );
1242 normals[19] = Vector3( 1, -1, -1 );
1243 normals[20] = Vector3( 1, -1, 0 );
1244 normals[21] = Vector3( 1, -1, 1 );
1245 normals[22] = Vector3( 0, -1, 1 );
1246 normals[23] = Vector3( -1, -1, 1 );
1247 normals[24] = Vector3( -1, -1, 0 );
1249 //Bottom face normal.
1250 normals[25] = Vector3( 0, -1, 0 );
1252 //Top, back, right, front, left and bottom faces, respectively.
1253 outerNormals[0] = Vector3( 0, 1, 0 );
1254 outerNormals[1] = Vector3( 0, 0, -1 );
1255 outerNormals[2] = Vector3( 1, 0, 0 );
1256 outerNormals[3] = Vector3( 0, 0, 1 );
1257 outerNormals[4] = Vector3( -1, 0, 0 );
1258 outerNormals[5] = Vector3( 0, -1, 0 );
1260 //Topmost face vertices.
1261 for( int i = 0; i < 4; i++, vertexIndex++ )
1263 vertices[vertexIndex].position = positions[i];
1264 vertices[vertexIndex].normal = normals[normalIndex];
1269 //Top slope vertices.
1270 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1273 vertices[vertexIndex ].position = positions[i];
1274 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1275 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1276 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1277 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1278 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1283 //End, so loop around.
1284 vertices[vertexIndex + 3].position = positions[i];
1285 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1286 vertices[vertexIndex + 4].position = positions[0];
1287 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1288 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1289 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1290 vertices[vertexIndex + 6].position = positions[4];
1291 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1295 vertices[vertexIndex + 3].position = positions[i];
1296 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1297 vertices[vertexIndex + 4].position = positions[i + 1];
1298 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1299 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1300 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1301 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1302 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1306 int secondCycleBeginning = 4;
1307 int thirdCycleBeginning = secondCycleBeginning + 8;
1308 int bottomCycleBeginning = thirdCycleBeginning + 8;
1311 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1315 //End, so loop around.
1316 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1317 vertices[vertexIndex ].normal = normals[normalIndex];
1318 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1319 vertices[vertexIndex + 1].normal = normals[normalIndex];
1320 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1321 vertices[vertexIndex + 2].normal = normals[normalIndex];
1322 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1323 vertices[vertexIndex + 3].normal = normals[normalIndex];
1325 else if( (i % 2) == 0 )
1327 //'even' faces are corner ones, and need smoothing.
1328 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1329 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1330 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1331 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1332 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1333 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1334 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1335 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1339 //'odd' faces are outer ones, and so don't need smoothing.
1340 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1341 vertices[vertexIndex ].normal = normals[normalIndex];
1342 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1343 vertices[vertexIndex + 1].normal = normals[normalIndex];
1344 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1345 vertices[vertexIndex + 2].normal = normals[normalIndex];
1346 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1347 vertices[vertexIndex + 3].normal = normals[normalIndex];
1351 //Bottom slope vertices.
1352 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1355 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1356 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1357 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1358 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1359 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1360 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1365 //End, so loop around.
1366 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1367 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1368 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1369 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1370 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1371 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1372 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1373 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1377 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1378 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1379 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1380 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1381 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1382 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1383 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1384 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1388 //Bottom-most face vertices.
1389 for( int i = 0; i < 4; i++, vertexIndex++ )
1391 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1392 vertices[vertexIndex].normal = normals[normalIndex];
1398 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1400 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1401 int indiceIndex = 0; //Track progress through indices.
1402 int vertexIndex = 0; //Track progress through vertices as they're processed.
1404 indices.Resize( 3 * numTriangles );
1407 indices[indiceIndex ] = vertexIndex;
1408 indices[indiceIndex + 1] = vertexIndex + 2;
1409 indices[indiceIndex + 2] = vertexIndex + 1;
1410 indices[indiceIndex + 3] = vertexIndex + 0;
1411 indices[indiceIndex + 4] = vertexIndex + 3;
1412 indices[indiceIndex + 5] = vertexIndex + 2;
1417 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1420 indices[indiceIndex ] = vertexIndex;
1421 indices[indiceIndex + 1] = vertexIndex + 2;
1422 indices[indiceIndex + 2] = vertexIndex + 1;
1425 indices[indiceIndex + 3] = vertexIndex + 3;
1426 indices[indiceIndex + 4] = vertexIndex + 4;
1427 indices[indiceIndex + 5] = vertexIndex + 5;
1428 indices[indiceIndex + 6] = vertexIndex + 4;
1429 indices[indiceIndex + 7] = vertexIndex + 6;
1430 indices[indiceIndex + 8] = vertexIndex + 5;
1434 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1436 indices[indiceIndex ] = vertexIndex;
1437 indices[indiceIndex + 1] = vertexIndex + 1;
1438 indices[indiceIndex + 2] = vertexIndex + 2;
1439 indices[indiceIndex + 3] = vertexIndex + 1;
1440 indices[indiceIndex + 4] = vertexIndex + 3;
1441 indices[indiceIndex + 5] = vertexIndex + 2;
1445 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1448 indices[indiceIndex ] = vertexIndex;
1449 indices[indiceIndex + 1] = vertexIndex + 1;
1450 indices[indiceIndex + 2] = vertexIndex + 2;
1453 indices[indiceIndex + 3] = vertexIndex + 3;
1454 indices[indiceIndex + 4] = vertexIndex + 4;
1455 indices[indiceIndex + 5] = vertexIndex + 5;
1456 indices[indiceIndex + 6] = vertexIndex + 4;
1457 indices[indiceIndex + 7] = vertexIndex + 6;
1458 indices[indiceIndex + 8] = vertexIndex + 5;
1462 indices[indiceIndex ] = vertexIndex;
1463 indices[indiceIndex + 1] = vertexIndex + 1;
1464 indices[indiceIndex + 2] = vertexIndex + 2;
1465 indices[indiceIndex + 3] = vertexIndex + 0;
1466 indices[indiceIndex + 4] = vertexIndex + 2;
1467 indices[indiceIndex + 5] = vertexIndex + 3;
1472 } // namespace Internal
1474 } // namespace Toolkit