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
165 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
166 : Visual::Base( factoryCache ),
167 mColor( DEFAULT_COLOR ),
168 mScaleDimensions( Vector3::ONE ),
169 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
170 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
171 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
172 mScaleRadius( DEFAULT_SCALE_RADIUS ),
173 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
174 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
175 mSlices( DEFAULT_SLICES ),
176 mStacks( DEFAULT_STACKS ),
177 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
181 PrimitiveVisual::~PrimitiveVisual()
185 void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
187 //Find out which shape to renderer.
188 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
189 if( primitiveTypeValue )
191 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
195 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
198 //Read in other potential properties.
200 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
201 if( color && !color->Get( mColor ) )
203 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
206 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
209 if( slices->Get( mSlices ) )
212 if( mSlices > MAX_PARTITIONS )
214 mSlices = MAX_PARTITIONS;
215 DALI_LOG_WARNING( "Value for slices clamped.\n" );
217 else if ( mSlices < MIN_SLICES )
219 mSlices = MIN_SLICES;
220 DALI_LOG_WARNING( "Value for slices clamped.\n" );
225 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
229 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
232 if( stacks->Get( mStacks ) )
235 if( mStacks > MAX_PARTITIONS )
237 mStacks = MAX_PARTITIONS;
238 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
240 else if ( mStacks < MIN_STACKS )
242 mStacks = MIN_STACKS;
243 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
248 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
252 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
253 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
255 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
258 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
259 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
261 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
264 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
265 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
267 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
270 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
271 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
273 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
276 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
279 if( dimensions->Get( mScaleDimensions ) )
281 //If any dimension is invalid, set it to a sensible default.
282 if( mScaleDimensions.x <= 0.0 )
284 mScaleDimensions.x = 1.0;
285 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
287 if( mScaleDimensions.y <= 0.0 )
289 mScaleDimensions.y = 1.0;
290 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
292 if( mScaleDimensions.z <= 0.0 )
294 mScaleDimensions.z = 1.0;
295 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
300 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
304 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
307 if( bevel->Get( mBevelPercentage ) )
310 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
312 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
313 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
315 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
317 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
318 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
323 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
327 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
330 if( smoothness->Get( mBevelSmoothness ) )
333 if( mBevelSmoothness < MIN_SMOOTHNESS )
335 mBevelSmoothness = MIN_SMOOTHNESS;
336 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
338 else if( mBevelSmoothness > MAX_SMOOTHNESS )
340 mBevelSmoothness = MAX_SMOOTHNESS;
341 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
346 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
350 //Read in light position.
351 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
354 if( !lightPosition->Get( mLightPosition ) )
356 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
357 mLightPosition = Vector3::ZERO;
362 //Default behaviour is to place the light directly in front of the object,
363 // at a reasonable distance to light everything on screen.
364 Stage stage = Stage::GetCurrent();
366 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
370 void PrimitiveVisual::SetSize( const Vector2& size )
372 Visual::Base::SetSize( size );
374 // ToDo: renderer responds to the size change
377 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
379 naturalSize.x = mObjectDimensions.x;
380 naturalSize.y = mObjectDimensions.y;
383 void PrimitiveVisual::DoSetOnStage( Actor& actor )
385 InitializeRenderer();
387 actor.AddRenderer( mImpl->mRenderer );
390 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
393 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
394 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
395 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
396 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
397 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
398 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
399 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
400 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
401 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
402 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
403 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
404 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
405 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
408 void PrimitiveVisual::InitializeRenderer()
420 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
421 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
424 void PrimitiveVisual::UpdateShaderUniforms()
426 Stage stage = Stage::GetCurrent();
427 float width = stage.GetSize().width;
428 float height = stage.GetSize().height;
430 //Flip model to account for DALi starting with (0, 0) at the top left.
432 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
434 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
435 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
436 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
437 mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
438 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
441 void PrimitiveVisual::CreateShader()
443 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
444 UpdateShaderUniforms();
447 void PrimitiveVisual::CreateGeometry()
449 Dali::Vector<Vertex> vertices;
450 Dali::Vector<unsigned short> indices;
452 switch( mPrimitiveType )
454 case Toolkit::PrimitiveVisual::Shape::SPHERE:
456 CreateSphere( vertices, indices, mSlices, mStacks );
459 case Toolkit::PrimitiveVisual::Shape::CONE:
461 //Create a conic with zero top radius.
462 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
465 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
467 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
470 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
472 //Create a conic with equal radii on the top and bottom.
473 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
476 case Toolkit::PrimitiveVisual::Shape::CUBE:
478 //Create a cube by creating a bevelled cube with minimum bevel.
479 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
482 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
484 //Create an octahedron by creating a bevelled cube with maximum bevel.
485 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
488 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
490 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
495 mGeometry = Geometry::New();
498 Property::Map vertexFormat;
499 vertexFormat[POSITION] = Property::VECTOR3;
500 vertexFormat[NORMAL] = Property::VECTOR3;
501 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
502 surfaceVertices.SetData( &vertices[0], vertices.Size() );
504 mGeometry.AddVertexBuffer( surfaceVertices );
506 //Indices for triangle formulation
507 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
510 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
512 ComputeSphereVertices( vertices, slices, stacks );
513 FormSphereTriangles( indices, slices, stacks );
515 mObjectDimensions = Vector3::ONE;
518 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
519 float scaleBottomRadius, float scaleHeight, int slices )
521 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
522 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
524 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
525 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
526 float yDimension = scaleHeight;
527 float largestDimension = std::max( xDimension, yDimension );
529 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
530 xDimension / largestDimension );
533 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
534 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
536 dimensions.Normalize();
538 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
540 ComputeCubeVertices( vertices, dimensions );
541 FormCubeTriangles( indices );
543 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
545 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
546 FormOctahedronTriangles( indices );
548 else //In between, form a bevelled cube.
550 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
551 FormBevelledCubeTriangles( indices );
554 mObjectDimensions = dimensions;
557 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
565 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
567 sinTable.Resize( divisions );
568 cosTable.Resize( divisions );
570 for( int i = 0; i < divisions; i++ )
572 sinTable[i] = sin( angleDivision * i );
573 cosTable[i] = cos( angleDivision * i );
577 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
579 //Tables for calculating slices angles and stacks angles, respectively.
580 Vector<float> sinTable1;
581 Vector<float> cosTable1;
582 Vector<float> sinTable2;
583 Vector<float> cosTable2;
585 ComputeCircleTables( sinTable1, cosTable1, slices, false );
586 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
588 int numVertices = slices * ( stacks - 1 ) + 2;
589 vertices.Resize( numVertices );
591 int vertexIndex = 0; //Track progress through vertices.
597 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
598 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
602 for( int i = 1; i < stacks; i++ )
604 for( int j = 0; j < slices; j++, vertexIndex++ )
606 x = cosTable1[j] * sinTable2[i];
608 z = sinTable1[j] * sinTable2[i];
610 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
611 vertices[vertexIndex].normal = Vector3( x, y, z );
616 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
617 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
620 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
624 //Set indices to placeholder "error" values.
625 //This will display nothing, which is the expected behaviour for this edge case.
630 int numTriangles = 2 * slices * ( stacks - 1 );
632 indices.Resize( 3 * numTriangles );
634 int indiceIndex = 0; //Used to keep track of progress through indices.
635 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
636 int currentCycleBeginning = 1 + slices;
638 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
639 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
641 indices[indiceIndex] = 0;
644 //End, so loop around.
645 indices[indiceIndex + 1] = 1;
649 indices[indiceIndex + 1] = i + 1;
651 indices[indiceIndex + 2] = i;
654 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
655 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
657 for( int j = 0; j < slices; j++, indiceIndex += 6 )
659 if( j == slices - 1 )
661 //End, so loop around.
662 indices[indiceIndex] = previousCycleBeginning + j;
663 indices[indiceIndex + 1] = previousCycleBeginning;
664 indices[indiceIndex + 2] = currentCycleBeginning + j;
665 indices[indiceIndex + 3] = currentCycleBeginning + j;
666 indices[indiceIndex + 4] = previousCycleBeginning;
667 indices[indiceIndex + 5] = currentCycleBeginning;
671 indices[indiceIndex] = previousCycleBeginning + j;
672 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
673 indices[indiceIndex + 2] = currentCycleBeginning + j;
674 indices[indiceIndex + 3] = currentCycleBeginning + j;
675 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
676 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
681 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
682 for( int i = 0; i < slices; i++, indiceIndex += 3 )
684 indices[indiceIndex] = previousCycleBeginning + slices;
685 indices[indiceIndex + 1] = previousCycleBeginning + i;
686 if( i == slices - 1 )
688 //End, so loop around.
689 indices[indiceIndex + 2] = previousCycleBeginning;
693 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
698 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
699 float scaleBottomRadius, float scaleHeight, int slices )
701 int vertexIndex = 0; //Track progress through vertices.
702 Vector<float> sinTable;
703 Vector<float> cosTable;
705 ComputeCircleTables( sinTable, cosTable, slices, false );
707 int numVertices = 2; //Always will have one at the top and one at the bottom.
709 //Add vertices for each circle. Need two per point for different face normals.
710 if( scaleTopRadius > 0.0 )
712 numVertices += 2 * slices;
714 if( scaleBottomRadius > 0.0 )
716 numVertices += 2 * slices;
719 vertices.Resize( numVertices );
722 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
723 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
724 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
725 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
727 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
729 float y = scaleHeight / biggestObjectDimension / 2.0f;
733 vertices[0].position = Vector3( 0, y, 0 );
734 vertices[0].normal = Vector3( 0, 1, 0 );
738 if( scaleTopRadius > 0.0 )
740 //Loop around the circle.
741 for( int i = 0; i < slices; i++, vertexIndex++ )
743 x = sinTable[i] * scaleTopRadius;
744 z = cosTable[i] * scaleTopRadius;
746 //Upward-facing normal.
747 vertices[vertexIndex].position = Vector3( x, y, z );
748 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
750 //Outward-facing normal.
751 vertices[vertexIndex + slices].position = Vector3( x, y, z );
752 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
755 vertexIndex += slices;
759 if( scaleBottomRadius > 0.0 )
761 //Loop around the circle.
762 for( int i = 0; i < slices; i++, vertexIndex++ )
764 x = sinTable[i] * scaleBottomRadius;
765 z = cosTable[i] * scaleBottomRadius;
767 //Outward-facing normal.
768 vertices[vertexIndex].position = Vector3( x, -y, z );
769 vertices[vertexIndex].normal = Vector3( x, 0, z );
771 //Downward-facing normal.
772 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
773 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
776 vertexIndex += slices;
780 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
781 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
785 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
786 float scaleBottomRadius, int slices )
788 int indiceIndex = 0; //Track progress through indices.
789 int numTriangles = 0;
790 bool coneTop = scaleTopRadius <= 0.0;
791 bool coneBottom = scaleBottomRadius <= 0.0;
793 if( coneTop && coneBottom )
795 //Set indices to placeholder "error" values.
796 //This will display nothing, which is the expected behaviour for this edge case.
803 numTriangles += 2 * slices;
807 numTriangles += 2 * slices;
810 indices.Resize( 3 * numTriangles );
812 //Switch on the type of conic we have.
813 if( !coneTop && !coneBottom )
815 //Top circle. Start at index of first outer point and go around.
816 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
818 indices[indiceIndex] = 0;
819 indices[indiceIndex + 1] = i;
822 //End, so loop around.
823 indices[indiceIndex + 2] = 1;
827 indices[indiceIndex + 2] = i + 1;
831 int topCycleBeginning = slices + 1;
832 int bottomCycleBeginning = topCycleBeginning + slices;
835 for( int i = 0; i < slices; i++, indiceIndex += 6 )
837 if( i == slices - 1 )
839 //End, so loop around.
840 indices[indiceIndex] = topCycleBeginning + i;
841 indices[indiceIndex + 1] = bottomCycleBeginning + i;
842 indices[indiceIndex + 2] = topCycleBeginning;
843 indices[indiceIndex + 3] = bottomCycleBeginning + i;
844 indices[indiceIndex + 4] = bottomCycleBeginning;
845 indices[indiceIndex + 5] = topCycleBeginning;
849 indices[indiceIndex] = topCycleBeginning + i;
850 indices[indiceIndex + 1] = bottomCycleBeginning + i;
851 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
852 indices[indiceIndex + 3] = bottomCycleBeginning + i;
853 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
854 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
858 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
861 for( int i = 0; i < slices; i++, indiceIndex += 3 )
863 indices[indiceIndex] = bottomFaceCycleBeginning;
864 if( i == slices - 1 )
866 //End, so loop around.
867 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
871 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
873 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
876 else if( !coneTop || !coneBottom )
878 //Top circle/edges. Start at index of first outer point and go around.
879 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
881 indices[indiceIndex] = 0;
882 indices[indiceIndex + 1] = i;
885 //End, so loop around.
886 indices[indiceIndex + 2] = 1;
890 indices[indiceIndex + 2] = i + 1;
894 //Bottom circle/edges. Start at index of first outer point and go around.
895 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
897 indices[indiceIndex] = 2 * slices + 1;
900 //End, so loop around.
901 indices[indiceIndex + 1] = slices + 1;
905 indices[indiceIndex + 1] = slices + i + 1;
907 indices[indiceIndex + 2] = slices + i;
912 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
914 int numVertices = 4 * 6; //Four per face.
915 int vertexIndex = 0; //Tracks progress through vertices.
916 float scaledX = 0.5 * dimensions.x;
917 float scaledY = 0.5 * dimensions.y;
918 float scaledZ = 0.5 * dimensions.z;
920 vertices.Resize( numVertices );
922 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
924 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
927 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
928 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
929 positions[2] = Vector3( scaledX, scaledY, scaledZ );
930 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
931 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
932 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
933 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
934 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
936 normals[0] = Vector3( 0, 1, 0 );
937 normals[1] = Vector3( 0, 0, -1 );
938 normals[2] = Vector3( 1, 0, 0 );
939 normals[3] = Vector3( 0, 0, 1 );
940 normals[4] = Vector3( -1, 0, 0 );
941 normals[5] = Vector3( 0, -1, 0 );
943 //Top face, upward normals.
944 for( int i = 0; i < 4; i++, vertexIndex++ )
946 vertices[vertexIndex].position = positions[i];
947 vertices[vertexIndex].normal = normals[0];
950 //Top face, outward normals.
951 for( int i = 0; i < 4; i++, vertexIndex += 2 )
953 vertices[vertexIndex].position = positions[i];
954 vertices[vertexIndex].normal = normals[i + 1];
958 //End, so loop around.
959 vertices[vertexIndex + 1].position = positions[0];
963 vertices[vertexIndex + 1].position = positions[i + 1];
965 vertices[vertexIndex + 1].normal = normals[i + 1];
968 //Bottom face, outward normals.
969 for( int i = 0; i < 4; i++, vertexIndex += 2 )
971 vertices[vertexIndex].position = positions[i + 4];
972 vertices[vertexIndex].normal = normals[i + 1];
976 //End, so loop around.
977 vertices[vertexIndex + 1].position = positions[4];
981 vertices[vertexIndex + 1].position = positions[i + 5];
983 vertices[vertexIndex + 1].normal = normals[i + 1];
986 //Bottom face, downward normals.
987 for( int i = 0; i < 4; i++, vertexIndex++ )
989 vertices[vertexIndex].position = positions[i + 4];
990 vertices[vertexIndex].normal = normals[5];
995 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
997 int numTriangles = 12;
998 int triangleIndex = 0; //Track progress through indices.
1000 indices.Resize( 3 * numTriangles );
1003 indices[triangleIndex] = 0;
1004 indices[triangleIndex + 1] = 2;
1005 indices[triangleIndex + 2] = 1;
1006 indices[triangleIndex + 3] = 2;
1007 indices[triangleIndex + 4] = 0;
1008 indices[triangleIndex + 5] = 3;
1011 int topFaceStart = 4;
1012 int bottomFaceStart = 12;
1015 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1017 indices[triangleIndex ] = i + topFaceStart;
1018 indices[triangleIndex + 1] = i + topFaceStart + 1;
1019 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1020 indices[triangleIndex + 3] = i + topFaceStart;
1021 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1022 indices[triangleIndex + 5] = i + bottomFaceStart;
1026 indices[triangleIndex] = 20;
1027 indices[triangleIndex + 1] = 21;
1028 indices[triangleIndex + 2] = 22;
1029 indices[triangleIndex + 3] = 22;
1030 indices[triangleIndex + 4] = 23;
1031 indices[triangleIndex + 5] = 20;
1034 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1036 int numVertices = 3 * 8; //Three per face
1037 int vertexIndex = 0; //Tracks progress through vertices.
1038 float scaledX = 0.5 * dimensions.x;
1039 float scaledY = 0.5 * dimensions.y;
1040 float scaledZ = 0.5 * dimensions.z;
1042 vertices.Resize( numVertices );
1044 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1045 positions.Resize(6);
1046 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1048 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1049 outerNormals.Resize( 6 );
1051 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1052 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1053 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1054 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1055 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1056 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1058 normals[0] = Vector3( -1, 1, -1 );
1059 normals[1] = Vector3( 1, 1, -1 );
1060 normals[2] = Vector3( 1, 1, 1 );
1061 normals[3] = Vector3( -1, 1, 1 );
1062 normals[4] = Vector3( -1, -1, -1 );
1063 normals[5] = Vector3( 1, -1, -1 );
1064 normals[6] = Vector3( 1, -1, 1 );
1065 normals[7] = Vector3( -1, -1, 1 );
1067 outerNormals[0] = Vector3( 0, 1, 0 );
1068 outerNormals[1] = Vector3( -1, 0, 0 );
1069 outerNormals[2] = Vector3( 0, 0, -1 );
1070 outerNormals[3] = Vector3( 1, 0, 0 );
1071 outerNormals[4] = Vector3( 0, 0, 1 );
1072 outerNormals[5] = Vector3( 0, -1, 0 );
1074 //Loop through top faces.
1075 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1079 //End, so loop around.
1080 vertices[vertexIndex ].position = positions[0];
1081 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1082 vertices[vertexIndex + 1].position = positions[1];
1083 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1084 vertices[vertexIndex + 2].position = positions[i + 1];
1085 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1089 vertices[vertexIndex ].position = positions[0];
1090 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1091 vertices[vertexIndex + 1].position = positions[i + 2];
1092 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1093 vertices[vertexIndex + 2].position = positions[i + 1];
1094 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1098 //Loop through bottom faces.
1099 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1103 //End, so loop around.
1104 vertices[vertexIndex ].position = positions[5];
1105 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1106 vertices[vertexIndex + 1].position = positions[i + 1];
1107 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1108 vertices[vertexIndex + 2].position = positions[1];
1109 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1113 vertices[vertexIndex ].position = positions[5];
1114 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1115 vertices[vertexIndex + 1].position = positions[i + 1];
1116 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1117 vertices[vertexIndex + 2].position = positions[i + 2];
1118 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1123 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1125 int numTriangles = 8;
1126 int numIndices = numTriangles * 3;
1128 indices.Resize( numIndices );
1130 for( unsigned short i = 0; i < numIndices; i++ )
1136 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1137 float bevelPercentage, float bevelSmoothness )
1139 int numPositions = 24;
1141 int numOuterFaces = 6;
1142 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1143 int vertexIndex = 0; //Track progress through vertices.
1144 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1146 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1147 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1149 //Distances from centre to outer edge points.
1150 float outerX = 0.5 * dimensions.x;
1151 float outerY = 0.5 * dimensions.y;
1152 float outerZ = 0.5 * dimensions.z;
1154 //Distances from centre to bevelled points.
1155 float bevelX = outerX - bevelAmount;
1156 float bevelY = outerY - bevelAmount;
1157 float bevelZ = outerZ - bevelAmount;
1159 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1160 positions.Resize( numPositions );
1161 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1162 normals.Resize( numFaces );
1163 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1164 outerNormals.Resize( numOuterFaces );
1165 vertices.Resize( numVertices );
1167 //Topmost face positions.
1168 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1169 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1170 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1171 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1173 //Second layer positions.
1174 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1175 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1176 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1177 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1178 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1179 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1180 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1181 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1183 //Third layer positions.
1184 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1185 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1186 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1187 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1188 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1189 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1190 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1191 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1193 //Bottom-most face positions.
1194 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1195 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1196 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1197 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1200 normals[0 ] = Vector3( 0, 1, 0 );
1202 //Top slope normals.
1203 normals[1 ] = Vector3( -1, 1, -1 );
1204 normals[2 ] = Vector3( 0, 1, -1 );
1205 normals[3 ] = Vector3( 1, 1, -1 );
1206 normals[4 ] = Vector3( 1, 1, 0 );
1207 normals[5 ] = Vector3( 1, 1, 1 );
1208 normals[6 ] = Vector3( 0, 1, 1 );
1209 normals[7 ] = Vector3( -1, 1, 1 );
1210 normals[8 ] = Vector3( -1, 1, 0 );
1213 normals[9 ] = Vector3( -1, 0, -1 );
1214 normals[10] = Vector3( 0, 0, -1 );
1215 normals[11] = Vector3( 1, 0, -1 );
1216 normals[12] = Vector3( 1, 0, 0 );
1217 normals[13] = Vector3( 1, 0, 1 );
1218 normals[14] = Vector3( 0, 0, 1 );
1219 normals[15] = Vector3( -1, 0, 1 );
1220 normals[16] = Vector3( -1, 0, 0 );
1222 //Bottom slope normals.
1223 normals[17] = Vector3( -1, -1, -1 );
1224 normals[18] = Vector3( 0, -1, -1 );
1225 normals[19] = Vector3( 1, -1, -1 );
1226 normals[20] = Vector3( 1, -1, 0 );
1227 normals[21] = Vector3( 1, -1, 1 );
1228 normals[22] = Vector3( 0, -1, 1 );
1229 normals[23] = Vector3( -1, -1, 1 );
1230 normals[24] = Vector3( -1, -1, 0 );
1232 //Bottom face normal.
1233 normals[25] = Vector3( 0, -1, 0 );
1235 //Top, back, right, front, left and bottom faces, respectively.
1236 outerNormals[0] = Vector3( 0, 1, 0 );
1237 outerNormals[1] = Vector3( 0, 0, -1 );
1238 outerNormals[2] = Vector3( 1, 0, 0 );
1239 outerNormals[3] = Vector3( 0, 0, 1 );
1240 outerNormals[4] = Vector3( -1, 0, 0 );
1241 outerNormals[5] = Vector3( 0, -1, 0 );
1243 //Topmost face vertices.
1244 for( int i = 0; i < 4; i++, vertexIndex++ )
1246 vertices[vertexIndex].position = positions[i];
1247 vertices[vertexIndex].normal = normals[normalIndex];
1252 //Top slope vertices.
1253 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1256 vertices[vertexIndex ].position = positions[i];
1257 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1258 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1259 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1260 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1261 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1266 //End, so loop around.
1267 vertices[vertexIndex + 3].position = positions[i];
1268 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1269 vertices[vertexIndex + 4].position = positions[0];
1270 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1271 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1272 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1273 vertices[vertexIndex + 6].position = positions[4];
1274 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1278 vertices[vertexIndex + 3].position = positions[i];
1279 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1280 vertices[vertexIndex + 4].position = positions[i + 1];
1281 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1282 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1283 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1284 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1285 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1289 int secondCycleBeginning = 4;
1290 int thirdCycleBeginning = secondCycleBeginning + 8;
1291 int bottomCycleBeginning = thirdCycleBeginning + 8;
1294 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1298 //End, so loop around.
1299 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1300 vertices[vertexIndex ].normal = normals[normalIndex];
1301 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1302 vertices[vertexIndex + 1].normal = normals[normalIndex];
1303 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1304 vertices[vertexIndex + 2].normal = normals[normalIndex];
1305 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1306 vertices[vertexIndex + 3].normal = normals[normalIndex];
1308 else if( (i % 2) == 0 )
1310 //'even' faces are corner ones, and need smoothing.
1311 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1312 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1313 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1314 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1315 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1316 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1317 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1318 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1322 //'odd' faces are outer ones, and so don't need smoothing.
1323 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1324 vertices[vertexIndex ].normal = normals[normalIndex];
1325 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1326 vertices[vertexIndex + 1].normal = normals[normalIndex];
1327 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1328 vertices[vertexIndex + 2].normal = normals[normalIndex];
1329 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1330 vertices[vertexIndex + 3].normal = normals[normalIndex];
1334 //Bottom slope vertices.
1335 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1338 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1339 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1340 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1341 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1342 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1343 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1348 //End, so loop around.
1349 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1350 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1351 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1352 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1353 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1354 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1355 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1356 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1360 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1361 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1362 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1363 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1364 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1365 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1366 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1367 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1371 //Bottom-most face vertices.
1372 for( int i = 0; i < 4; i++, vertexIndex++ )
1374 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1375 vertices[vertexIndex].normal = normals[normalIndex];
1381 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1383 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1384 int indiceIndex = 0; //Track progress through indices.
1385 int vertexIndex = 0; //Track progress through vertices as they're processed.
1387 indices.Resize( 3 * numTriangles );
1390 indices[indiceIndex ] = vertexIndex;
1391 indices[indiceIndex + 1] = vertexIndex + 2;
1392 indices[indiceIndex + 2] = vertexIndex + 1;
1393 indices[indiceIndex + 3] = vertexIndex + 0;
1394 indices[indiceIndex + 4] = vertexIndex + 3;
1395 indices[indiceIndex + 5] = vertexIndex + 2;
1400 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1403 indices[indiceIndex ] = vertexIndex;
1404 indices[indiceIndex + 1] = vertexIndex + 2;
1405 indices[indiceIndex + 2] = vertexIndex + 1;
1408 indices[indiceIndex + 3] = vertexIndex + 3;
1409 indices[indiceIndex + 4] = vertexIndex + 4;
1410 indices[indiceIndex + 5] = vertexIndex + 5;
1411 indices[indiceIndex + 6] = vertexIndex + 4;
1412 indices[indiceIndex + 7] = vertexIndex + 6;
1413 indices[indiceIndex + 8] = vertexIndex + 5;
1417 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1419 indices[indiceIndex ] = vertexIndex;
1420 indices[indiceIndex + 1] = vertexIndex + 1;
1421 indices[indiceIndex + 2] = vertexIndex + 2;
1422 indices[indiceIndex + 3] = vertexIndex + 1;
1423 indices[indiceIndex + 4] = vertexIndex + 3;
1424 indices[indiceIndex + 5] = vertexIndex + 2;
1428 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1431 indices[indiceIndex ] = vertexIndex;
1432 indices[indiceIndex + 1] = vertexIndex + 1;
1433 indices[indiceIndex + 2] = vertexIndex + 2;
1436 indices[indiceIndex + 3] = vertexIndex + 3;
1437 indices[indiceIndex + 4] = vertexIndex + 4;
1438 indices[indiceIndex + 5] = vertexIndex + 5;
1439 indices[indiceIndex + 6] = vertexIndex + 4;
1440 indices[indiceIndex + 7] = vertexIndex + 6;
1441 indices[indiceIndex + 8] = vertexIndex + 5;
1445 indices[indiceIndex ] = vertexIndex;
1446 indices[indiceIndex + 1] = vertexIndex + 1;
1447 indices[indiceIndex + 2] = vertexIndex + 2;
1448 indices[indiceIndex + 3] = vertexIndex + 0;
1449 indices[indiceIndex + 4] = vertexIndex + 2;
1450 indices[indiceIndex + 5] = vertexIndex + 3;
1455 } // namespace Internal
1457 } // namespace Toolkit