2 * Copyright (c) 2018 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/object/handle-devel.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
30 #include <dali-toolkit/public-api/visuals/visual-properties.h>
31 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
47 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM ) // deprecated
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
54 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
55 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTUM )
56 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
58 //Primitive property defaults
59 const int DEFAULT_SLICES = 128; ///< For spheres and conics
60 const int DEFAULT_STACKS = 128; ///< For spheres and conics
61 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustums
62 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustums
63 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
64 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
65 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
66 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
67 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
70 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
71 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
72 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
73 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
74 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
75 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
76 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
78 //Specific shape labels.
79 const char * const SPHERE_LABEL( "SPHERE" );
80 const char * const CONE_LABEL( "CONE" );
81 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" ); // deprecated
82 const char * const CYLINDER_LABEL( "CYLINDER" );
83 const char * const CUBE_LABEL( "CUBE" );
84 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
85 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
86 const char * const CONICAL_FRUSTUM_LABEL( "CONICAL_FRUSTUM" );
89 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
90 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
91 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
94 const char * const POSITION( "aPosition");
95 const char * const NORMAL( "aNormal" );
96 const char * const INDICES( "aIndices" );
98 //A simple shader that applies diffuse lighting to a mono-coloured object.
99 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
100 attribute highp vec3 aPosition;\n
101 attribute highp vec2 aTexCoord;\n
102 attribute highp vec3 aNormal;\n
103 varying mediump vec3 vIllumination;\n
104 uniform mediump vec3 uSize;\n
105 uniform mediump vec3 uObjectDimensions;\n
106 uniform mediump mat4 uMvpMatrix;\n
107 uniform mediump mat4 uModelView;\n
108 uniform mediump mat4 uViewMatrix;\n
109 uniform mediump mat3 uNormalMatrix;\n
110 uniform mediump mat4 uObjectMatrix;\n
111 uniform mediump vec3 lightPosition;\n
112 uniform mediump vec2 uStageOffset;\n
114 //Visual size and offset
115 uniform mediump vec2 offset;\n
116 uniform mediump vec2 size;\n
117 uniform mediump vec4 offsetSizeMode;\n
118 uniform mediump vec2 origin;\n
119 uniform mediump vec2 anchorPoint;\n
121 vec4 ComputeVertexPosition()\n
123 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
124 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
125 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
126 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
127 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
129 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
134 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
135 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
136 vertexPosition = uMvpMatrix * vertexPosition;\n
138 //Illumination in Model-View space - Transform attributes and uniforms\n
139 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
140 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
142 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
143 mvLightPosition = uViewMatrix * mvLightPosition;\n
144 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
146 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
147 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
149 gl_Position = vertexPosition;\n
153 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
154 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
155 precision mediump float;\n
156 varying mediump vec3 vIllumination;\n
157 uniform lowp vec4 uColor;\n
158 uniform lowp vec3 mixColor;\n
161 vec4 baseColor = vec4(mixColor, 1.0) * uColor;\n
162 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
166 } // unnamed namespace
168 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
170 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
171 primitiveVisualPtr->SetProperties( properties );
172 return primitiveVisualPtr;
175 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
176 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
177 mScaleDimensions( Vector3::ONE ),
178 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
179 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
180 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
181 mScaleRadius( DEFAULT_SCALE_RADIUS ),
182 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
183 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
184 mSlices( DEFAULT_SLICES ),
185 mStacks( DEFAULT_STACKS ),
186 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
188 mImpl->mMixColor = DEFAULT_COLOR;
191 PrimitiveVisual::~PrimitiveVisual()
195 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
197 //Find out which shape to renderer.
198 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
199 if( primitiveTypeValue )
201 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
205 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
208 // By virtue of DoSetProperties being called last, this will override
209 // anything set by Toolkit::Visual::Property::MIX_COLOR
210 Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
214 if( colorValue->Get( color ) )
216 Property::Type type = colorValue->GetType();
217 if( type == Property::VECTOR4 )
219 SetMixColor( color );
221 else if( type == Property::VECTOR3 )
223 Vector3 color3(color);
224 SetMixColor( color3 );
229 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
232 if( slices->Get( mSlices ) )
235 if( mSlices > MAX_PARTITIONS )
237 mSlices = MAX_PARTITIONS;
238 DALI_LOG_WARNING( "Value for slices clamped.\n" );
240 else if ( mSlices < MIN_SLICES )
242 mSlices = MIN_SLICES;
243 DALI_LOG_WARNING( "Value for slices clamped.\n" );
248 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
252 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
255 if( stacks->Get( mStacks ) )
258 if( mStacks > MAX_PARTITIONS )
260 mStacks = MAX_PARTITIONS;
261 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
263 else if ( mStacks < MIN_STACKS )
265 mStacks = MIN_STACKS;
266 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
271 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
275 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
276 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
278 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
281 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
282 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
284 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
287 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
288 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
290 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
293 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
294 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
296 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
299 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
302 if( dimensions->Get( mScaleDimensions ) )
304 //If any dimension is invalid, set it to a sensible default.
305 if( mScaleDimensions.x <= 0.0 )
307 mScaleDimensions.x = 1.0;
308 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
310 if( mScaleDimensions.y <= 0.0 )
312 mScaleDimensions.y = 1.0;
313 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
315 if( mScaleDimensions.z <= 0.0 )
317 mScaleDimensions.z = 1.0;
318 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
323 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
327 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
330 if( bevel->Get( mBevelPercentage ) )
333 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
335 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
336 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
338 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
340 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
341 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
346 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
350 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
353 if( smoothness->Get( mBevelSmoothness ) )
356 if( mBevelSmoothness < MIN_SMOOTHNESS )
358 mBevelSmoothness = MIN_SMOOTHNESS;
359 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
361 else if( mBevelSmoothness > MAX_SMOOTHNESS )
363 mBevelSmoothness = MAX_SMOOTHNESS;
364 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
369 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
373 //Read in light position.
374 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
377 if( !lightPosition->Get( mLightPosition ) )
379 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
380 mLightPosition = Vector3::ZERO;
385 //Default behaviour is to place the light directly in front of the object,
386 // at a reasonable distance to light everything on screen.
387 Stage stage = Stage::GetCurrent();
389 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
393 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
400 naturalSize.x = mObjectDimensions.x;
401 naturalSize.y = mObjectDimensions.y;
404 void PrimitiveVisual::DoSetOnStage( Actor& actor )
406 InitializeRenderer();
408 actor.AddRenderer( mImpl->mRenderer );
410 // Primitive generated and ready to display
411 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
414 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
417 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
418 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
419 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
420 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
421 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
422 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
423 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
424 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
425 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
426 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
427 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
428 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
429 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
432 void PrimitiveVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
437 void PrimitiveVisual::OnSetTransform()
439 if( mImpl->mRenderer )
441 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
445 void PrimitiveVisual::InitializeRenderer()
457 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
458 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
460 // Register transform properties
461 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
463 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
466 void PrimitiveVisual::UpdateShaderUniforms()
468 Stage stage = Stage::GetCurrent();
469 float width = stage.GetSize().width;
470 float height = stage.GetSize().height;
472 //Flip model to account for DALi starting with (0, 0) at the top left.
474 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
476 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
477 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
478 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
479 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
482 void PrimitiveVisual::CreateShader()
484 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
485 UpdateShaderUniforms();
488 void PrimitiveVisual::CreateGeometry()
490 Dali::Vector<Vertex> vertices;
491 Dali::Vector<unsigned short> indices;
493 switch( mPrimitiveType )
495 case Toolkit::PrimitiveVisual::Shape::SPHERE:
497 CreateSphere( vertices, indices, mSlices, mStacks );
500 case Toolkit::PrimitiveVisual::Shape::CONE:
502 //Create a conic with zero top radius.
503 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
506 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM: // deprecated
508 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
511 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
513 //Create a conic with equal radii on the top and bottom.
514 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
517 case Toolkit::PrimitiveVisual::Shape::CUBE:
519 //Create a cube by creating a bevelled cube with minimum bevel.
520 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
523 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
525 //Create an octahedron by creating a bevelled cube with maximum bevel.
526 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
529 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
531 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
534 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTUM:
536 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
541 mGeometry = Geometry::New();
544 Property::Map vertexFormat;
545 vertexFormat[POSITION] = Property::VECTOR3;
546 vertexFormat[NORMAL] = Property::VECTOR3;
547 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
548 surfaceVertices.SetData( &vertices[0], vertices.Size() );
550 mGeometry.AddVertexBuffer( surfaceVertices );
552 //Indices for triangle formulation
553 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
556 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
558 ComputeSphereVertices( vertices, slices, stacks );
559 FormSphereTriangles( indices, slices, stacks );
561 mObjectDimensions = Vector3::ONE;
564 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
565 float scaleBottomRadius, float scaleHeight, int slices )
567 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
568 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
570 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
571 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
572 float yDimension = scaleHeight;
573 float largestDimension = std::max( xDimension, yDimension );
575 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
576 xDimension / largestDimension );
579 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
580 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
582 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
583 dimensions = dimensions / maxDimension;
585 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
587 ComputeCubeVertices( vertices, dimensions );
588 FormCubeTriangles( indices );
590 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
592 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
593 FormOctahedronTriangles( indices );
595 else //In between, form a bevelled cube.
597 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
598 FormBevelledCubeTriangles( indices );
601 mObjectDimensions = dimensions;
604 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
612 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
614 sinTable.Resize( divisions );
615 cosTable.Resize( divisions );
617 for( int i = 0; i < divisions; i++ )
619 sinTable[i] = sin( angleDivision * i );
620 cosTable[i] = cos( angleDivision * i );
624 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
626 //Tables for calculating slices angles and stacks angles, respectively.
627 Vector<float> sinTable1;
628 Vector<float> cosTable1;
629 Vector<float> sinTable2;
630 Vector<float> cosTable2;
632 ComputeCircleTables( sinTable1, cosTable1, slices, false );
633 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
635 int numVertices = slices * ( stacks - 1 ) + 2;
636 vertices.Resize( numVertices );
638 int vertexIndex = 0; //Track progress through vertices.
644 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
645 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
649 for( int i = 1; i < stacks; i++ )
651 for( int j = 0; j < slices; j++, vertexIndex++ )
653 x = cosTable1[j] * sinTable2[i];
655 z = sinTable1[j] * sinTable2[i];
657 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
658 vertices[vertexIndex].normal = Vector3( x, y, z );
663 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
664 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
667 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
671 //Set indices to placeholder "error" values.
672 //This will display nothing, which is the expected behaviour for this edge case.
677 int numTriangles = 2 * slices * ( stacks - 1 );
679 indices.Resize( 3 * numTriangles );
681 int indiceIndex = 0; //Used to keep track of progress through indices.
682 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
683 int currentCycleBeginning = 1 + slices;
685 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
686 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
688 indices[indiceIndex] = 0;
691 //End, so loop around.
692 indices[indiceIndex + 1] = 1;
696 indices[indiceIndex + 1] = i + 1;
698 indices[indiceIndex + 2] = i;
701 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
702 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
704 for( int j = 0; j < slices; j++, indiceIndex += 6 )
706 if( j == slices - 1 )
708 //End, so loop around.
709 indices[indiceIndex] = previousCycleBeginning + j;
710 indices[indiceIndex + 1] = previousCycleBeginning;
711 indices[indiceIndex + 2] = currentCycleBeginning + j;
712 indices[indiceIndex + 3] = currentCycleBeginning + j;
713 indices[indiceIndex + 4] = previousCycleBeginning;
714 indices[indiceIndex + 5] = currentCycleBeginning;
718 indices[indiceIndex] = previousCycleBeginning + j;
719 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
720 indices[indiceIndex + 2] = currentCycleBeginning + j;
721 indices[indiceIndex + 3] = currentCycleBeginning + j;
722 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
723 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
728 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
729 for( int i = 0; i < slices; i++, indiceIndex += 3 )
731 indices[indiceIndex] = previousCycleBeginning + slices;
732 indices[indiceIndex + 1] = previousCycleBeginning + i;
733 if( i == slices - 1 )
735 //End, so loop around.
736 indices[indiceIndex + 2] = previousCycleBeginning;
740 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
745 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
746 float scaleBottomRadius, float scaleHeight, int slices )
748 int vertexIndex = 0; //Track progress through vertices.
749 Vector<float> sinTable;
750 Vector<float> cosTable;
752 ComputeCircleTables( sinTable, cosTable, slices, false );
754 int numVertices = 2; //Always will have one at the top and one at the bottom.
756 //Add vertices for each circle. Need two per point for different face normals.
757 if( scaleTopRadius > 0.0 )
759 numVertices += 2 * slices;
761 if( scaleBottomRadius > 0.0 )
763 numVertices += 2 * slices;
766 vertices.Resize( numVertices );
769 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
770 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
771 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
772 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
774 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
776 float y = scaleHeight / biggestObjectDimension / 2.0f;
780 vertices[0].position = Vector3( 0, y, 0 );
781 vertices[0].normal = Vector3( 0, 1, 0 );
785 if( scaleTopRadius > 0.0 )
787 //Loop around the circle.
788 for( int i = 0; i < slices; i++, vertexIndex++ )
790 x = sinTable[i] * scaleTopRadius;
791 z = cosTable[i] * scaleTopRadius;
793 //Upward-facing normal.
794 vertices[vertexIndex].position = Vector3( x, y, z );
795 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
797 //Outward-facing normal.
798 vertices[vertexIndex + slices].position = Vector3( x, y, z );
799 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
802 vertexIndex += slices;
806 if( scaleBottomRadius > 0.0 )
808 //Loop around the circle.
809 for( int i = 0; i < slices; i++, vertexIndex++ )
811 x = sinTable[i] * scaleBottomRadius;
812 z = cosTable[i] * scaleBottomRadius;
814 //Outward-facing normal.
815 vertices[vertexIndex].position = Vector3( x, -y, z );
816 vertices[vertexIndex].normal = Vector3( x, 0, z );
818 //Downward-facing normal.
819 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
820 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
823 vertexIndex += slices;
827 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
828 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
832 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
833 float scaleBottomRadius, int slices )
835 int indiceIndex = 0; //Track progress through indices.
836 int numTriangles = 0;
837 bool coneTop = scaleTopRadius <= 0.0;
838 bool coneBottom = scaleBottomRadius <= 0.0;
840 if( coneTop && coneBottom )
842 //Set indices to placeholder "error" values.
843 //This will display nothing, which is the expected behaviour for this edge case.
850 numTriangles += 2 * slices;
854 numTriangles += 2 * slices;
857 indices.Resize( 3 * numTriangles );
859 //Switch on the type of conic we have.
860 if( !coneTop && !coneBottom )
862 //Top circle. Start at index of first outer point and go around.
863 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
865 indices[indiceIndex] = 0;
866 indices[indiceIndex + 1] = i;
869 //End, so loop around.
870 indices[indiceIndex + 2] = 1;
874 indices[indiceIndex + 2] = i + 1;
878 int topCycleBeginning = slices + 1;
879 int bottomCycleBeginning = topCycleBeginning + slices;
882 for( int i = 0; i < slices; i++, indiceIndex += 6 )
884 if( i == slices - 1 )
886 //End, so loop around.
887 indices[indiceIndex] = topCycleBeginning + i;
888 indices[indiceIndex + 1] = bottomCycleBeginning + i;
889 indices[indiceIndex + 2] = topCycleBeginning;
890 indices[indiceIndex + 3] = bottomCycleBeginning + i;
891 indices[indiceIndex + 4] = bottomCycleBeginning;
892 indices[indiceIndex + 5] = topCycleBeginning;
896 indices[indiceIndex] = topCycleBeginning + i;
897 indices[indiceIndex + 1] = bottomCycleBeginning + i;
898 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
899 indices[indiceIndex + 3] = bottomCycleBeginning + i;
900 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
901 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
905 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
908 for( int i = 0; i < slices; i++, indiceIndex += 3 )
910 indices[indiceIndex] = bottomFaceCycleBeginning;
911 if( i == slices - 1 )
913 //End, so loop around.
914 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
918 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
920 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
923 else if( !coneTop || !coneBottom )
925 //Top circle/edges. Start at index of first outer point and go around.
926 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
928 indices[indiceIndex] = 0;
929 indices[indiceIndex + 1] = i;
932 //End, so loop around.
933 indices[indiceIndex + 2] = 1;
937 indices[indiceIndex + 2] = i + 1;
941 //Bottom circle/edges. Start at index of first outer point and go around.
942 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
944 indices[indiceIndex] = 2 * slices + 1;
947 //End, so loop around.
948 indices[indiceIndex + 1] = slices + 1;
952 indices[indiceIndex + 1] = slices + i + 1;
954 indices[indiceIndex + 2] = slices + i;
959 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
961 int numVertices = 4 * 6; //Four per face.
962 int vertexIndex = 0; //Tracks progress through vertices.
963 float scaledX = 0.5 * dimensions.x;
964 float scaledY = 0.5 * dimensions.y;
965 float scaledZ = 0.5 * dimensions.z;
967 vertices.Resize( numVertices );
969 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
971 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
974 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
975 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
976 positions[2] = Vector3( scaledX, scaledY, scaledZ );
977 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
978 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
979 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
980 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
981 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
983 normals[0] = Vector3( 0, 1, 0 );
984 normals[1] = Vector3( 0, 0, -1 );
985 normals[2] = Vector3( 1, 0, 0 );
986 normals[3] = Vector3( 0, 0, 1 );
987 normals[4] = Vector3( -1, 0, 0 );
988 normals[5] = Vector3( 0, -1, 0 );
990 //Top face, upward normals.
991 for( int i = 0; i < 4; i++, vertexIndex++ )
993 vertices[vertexIndex].position = positions[i];
994 vertices[vertexIndex].normal = normals[0];
997 //Top face, outward normals.
998 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1000 vertices[vertexIndex].position = positions[i];
1001 vertices[vertexIndex].normal = normals[i + 1];
1005 //End, so loop around.
1006 vertices[vertexIndex + 1].position = positions[0];
1010 vertices[vertexIndex + 1].position = positions[i + 1];
1012 vertices[vertexIndex + 1].normal = normals[i + 1];
1015 //Bottom face, outward normals.
1016 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1018 vertices[vertexIndex].position = positions[i + 4];
1019 vertices[vertexIndex].normal = normals[i + 1];
1023 //End, so loop around.
1024 vertices[vertexIndex + 1].position = positions[4];
1028 vertices[vertexIndex + 1].position = positions[i + 5];
1030 vertices[vertexIndex + 1].normal = normals[i + 1];
1033 //Bottom face, downward normals.
1034 for( int i = 0; i < 4; i++, vertexIndex++ )
1036 vertices[vertexIndex].position = positions[i + 4];
1037 vertices[vertexIndex].normal = normals[5];
1042 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1044 int numTriangles = 12;
1045 int triangleIndex = 0; //Track progress through indices.
1047 indices.Resize( 3 * numTriangles );
1050 indices[triangleIndex] = 0;
1051 indices[triangleIndex + 1] = 2;
1052 indices[triangleIndex + 2] = 1;
1053 indices[triangleIndex + 3] = 2;
1054 indices[triangleIndex + 4] = 0;
1055 indices[triangleIndex + 5] = 3;
1058 int topFaceStart = 4;
1059 int bottomFaceStart = 12;
1062 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1064 indices[triangleIndex ] = i + topFaceStart;
1065 indices[triangleIndex + 1] = i + topFaceStart + 1;
1066 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1067 indices[triangleIndex + 3] = i + topFaceStart;
1068 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1069 indices[triangleIndex + 5] = i + bottomFaceStart;
1073 indices[triangleIndex] = 20;
1074 indices[triangleIndex + 1] = 21;
1075 indices[triangleIndex + 2] = 22;
1076 indices[triangleIndex + 3] = 22;
1077 indices[triangleIndex + 4] = 23;
1078 indices[triangleIndex + 5] = 20;
1081 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1083 int numVertices = 3 * 8; //Three per face
1084 int vertexIndex = 0; //Tracks progress through vertices.
1085 float scaledX = 0.5 * dimensions.x;
1086 float scaledY = 0.5 * dimensions.y;
1087 float scaledZ = 0.5 * dimensions.z;
1089 vertices.Resize( numVertices );
1091 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1092 positions.Resize(6);
1093 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1095 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1096 outerNormals.Resize( 6 );
1098 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1099 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1100 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1101 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1102 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1103 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1105 normals[0] = Vector3( -1, 1, -1 );
1106 normals[1] = Vector3( 1, 1, -1 );
1107 normals[2] = Vector3( 1, 1, 1 );
1108 normals[3] = Vector3( -1, 1, 1 );
1109 normals[4] = Vector3( -1, -1, -1 );
1110 normals[5] = Vector3( 1, -1, -1 );
1111 normals[6] = Vector3( 1, -1, 1 );
1112 normals[7] = Vector3( -1, -1, 1 );
1114 outerNormals[0] = Vector3( 0, 1, 0 );
1115 outerNormals[1] = Vector3( -1, 0, 0 );
1116 outerNormals[2] = Vector3( 0, 0, -1 );
1117 outerNormals[3] = Vector3( 1, 0, 0 );
1118 outerNormals[4] = Vector3( 0, 0, 1 );
1119 outerNormals[5] = Vector3( 0, -1, 0 );
1121 //Loop through top faces.
1122 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1126 //End, so loop around.
1127 vertices[vertexIndex ].position = positions[0];
1128 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1129 vertices[vertexIndex + 1].position = positions[1];
1130 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1131 vertices[vertexIndex + 2].position = positions[i + 1];
1132 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1136 vertices[vertexIndex ].position = positions[0];
1137 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1138 vertices[vertexIndex + 1].position = positions[i + 2];
1139 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1140 vertices[vertexIndex + 2].position = positions[i + 1];
1141 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1145 //Loop through bottom faces.
1146 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1150 //End, so loop around.
1151 vertices[vertexIndex ].position = positions[5];
1152 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1153 vertices[vertexIndex + 1].position = positions[i + 1];
1154 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1155 vertices[vertexIndex + 2].position = positions[1];
1156 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1160 vertices[vertexIndex ].position = positions[5];
1161 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1162 vertices[vertexIndex + 1].position = positions[i + 1];
1163 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1164 vertices[vertexIndex + 2].position = positions[i + 2];
1165 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1170 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1172 int numTriangles = 8;
1173 int numIndices = numTriangles * 3;
1175 indices.Resize( numIndices );
1177 for( unsigned short i = 0; i < numIndices; i++ )
1183 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1184 float bevelPercentage, float bevelSmoothness )
1186 int numPositions = 24;
1188 int numOuterFaces = 6;
1189 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1190 int vertexIndex = 0; //Track progress through vertices.
1191 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1193 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1194 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1196 //Distances from centre to outer edge points.
1197 float outerX = 0.5 * dimensions.x;
1198 float outerY = 0.5 * dimensions.y;
1199 float outerZ = 0.5 * dimensions.z;
1201 //Distances from centre to bevelled points.
1202 float bevelX = outerX - bevelAmount;
1203 float bevelY = outerY - bevelAmount;
1204 float bevelZ = outerZ - bevelAmount;
1206 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1207 positions.Resize( numPositions );
1208 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1209 normals.Resize( numFaces );
1210 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1211 outerNormals.Resize( numOuterFaces );
1212 vertices.Resize( numVertices );
1214 //Topmost face positions.
1215 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1216 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1217 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1218 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1220 //Second layer positions.
1221 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1222 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1223 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1224 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1225 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1226 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1227 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1228 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1230 //Third layer positions.
1231 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1232 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1233 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1234 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1235 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1236 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1237 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1238 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1240 //Bottom-most face positions.
1241 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1242 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1243 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1244 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1247 normals[0 ] = Vector3( 0, 1, 0 );
1249 //Top slope normals.
1250 normals[1 ] = Vector3( -1, 1, -1 );
1251 normals[2 ] = Vector3( 0, 1, -1 );
1252 normals[3 ] = Vector3( 1, 1, -1 );
1253 normals[4 ] = Vector3( 1, 1, 0 );
1254 normals[5 ] = Vector3( 1, 1, 1 );
1255 normals[6 ] = Vector3( 0, 1, 1 );
1256 normals[7 ] = Vector3( -1, 1, 1 );
1257 normals[8 ] = Vector3( -1, 1, 0 );
1260 normals[9 ] = Vector3( -1, 0, -1 );
1261 normals[10] = Vector3( 0, 0, -1 );
1262 normals[11] = Vector3( 1, 0, -1 );
1263 normals[12] = Vector3( 1, 0, 0 );
1264 normals[13] = Vector3( 1, 0, 1 );
1265 normals[14] = Vector3( 0, 0, 1 );
1266 normals[15] = Vector3( -1, 0, 1 );
1267 normals[16] = Vector3( -1, 0, 0 );
1269 //Bottom slope normals.
1270 normals[17] = Vector3( -1, -1, -1 );
1271 normals[18] = Vector3( 0, -1, -1 );
1272 normals[19] = Vector3( 1, -1, -1 );
1273 normals[20] = Vector3( 1, -1, 0 );
1274 normals[21] = Vector3( 1, -1, 1 );
1275 normals[22] = Vector3( 0, -1, 1 );
1276 normals[23] = Vector3( -1, -1, 1 );
1277 normals[24] = Vector3( -1, -1, 0 );
1279 //Bottom face normal.
1280 normals[25] = Vector3( 0, -1, 0 );
1282 //Top, back, right, front, left and bottom faces, respectively.
1283 outerNormals[0] = Vector3( 0, 1, 0 );
1284 outerNormals[1] = Vector3( 0, 0, -1 );
1285 outerNormals[2] = Vector3( 1, 0, 0 );
1286 outerNormals[3] = Vector3( 0, 0, 1 );
1287 outerNormals[4] = Vector3( -1, 0, 0 );
1288 outerNormals[5] = Vector3( 0, -1, 0 );
1290 //Topmost face vertices.
1291 for( int i = 0; i < 4; i++, vertexIndex++ )
1293 vertices[vertexIndex].position = positions[i];
1294 vertices[vertexIndex].normal = normals[normalIndex];
1299 //Top slope vertices.
1300 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1303 vertices[vertexIndex ].position = positions[i];
1304 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1305 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1306 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1307 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1308 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1313 //End, so loop around.
1314 vertices[vertexIndex + 3].position = positions[i];
1315 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1316 vertices[vertexIndex + 4].position = positions[0];
1317 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1318 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1319 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1320 vertices[vertexIndex + 6].position = positions[4];
1321 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1325 vertices[vertexIndex + 3].position = positions[i];
1326 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1327 vertices[vertexIndex + 4].position = positions[i + 1];
1328 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1329 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1330 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1331 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1332 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1336 int secondCycleBeginning = 4;
1337 int thirdCycleBeginning = secondCycleBeginning + 8;
1338 int bottomCycleBeginning = thirdCycleBeginning + 8;
1341 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1345 //End, so loop around.
1346 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1347 vertices[vertexIndex ].normal = normals[normalIndex];
1348 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1349 vertices[vertexIndex + 1].normal = normals[normalIndex];
1350 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1351 vertices[vertexIndex + 2].normal = normals[normalIndex];
1352 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1353 vertices[vertexIndex + 3].normal = normals[normalIndex];
1355 else if( (i % 2) == 0 )
1357 //'even' faces are corner ones, and need smoothing.
1358 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1359 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1360 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1361 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1362 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1363 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1364 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1365 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1369 //'odd' faces are outer ones, and so don't need smoothing.
1370 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1371 vertices[vertexIndex ].normal = normals[normalIndex];
1372 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1373 vertices[vertexIndex + 1].normal = normals[normalIndex];
1374 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1375 vertices[vertexIndex + 2].normal = normals[normalIndex];
1376 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1377 vertices[vertexIndex + 3].normal = normals[normalIndex];
1381 //Bottom slope vertices.
1382 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1385 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1386 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1387 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1388 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1389 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1390 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1395 //End, so loop around.
1396 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1397 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1398 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1399 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1400 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1401 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1402 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1403 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1407 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1408 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1409 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1410 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1411 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1412 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1413 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1414 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1418 //Bottom-most face vertices.
1419 for( int i = 0; i < 4; i++, vertexIndex++ )
1421 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1422 vertices[vertexIndex].normal = normals[normalIndex];
1428 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1430 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1431 int indiceIndex = 0; //Track progress through indices.
1432 int vertexIndex = 0; //Track progress through vertices as they're processed.
1434 indices.Resize( 3 * numTriangles );
1437 indices[indiceIndex ] = vertexIndex;
1438 indices[indiceIndex + 1] = vertexIndex + 2;
1439 indices[indiceIndex + 2] = vertexIndex + 1;
1440 indices[indiceIndex + 3] = vertexIndex + 0;
1441 indices[indiceIndex + 4] = vertexIndex + 3;
1442 indices[indiceIndex + 5] = vertexIndex + 2;
1447 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1450 indices[indiceIndex ] = vertexIndex;
1451 indices[indiceIndex + 1] = vertexIndex + 2;
1452 indices[indiceIndex + 2] = vertexIndex + 1;
1455 indices[indiceIndex + 3] = vertexIndex + 3;
1456 indices[indiceIndex + 4] = vertexIndex + 4;
1457 indices[indiceIndex + 5] = vertexIndex + 5;
1458 indices[indiceIndex + 6] = vertexIndex + 4;
1459 indices[indiceIndex + 7] = vertexIndex + 6;
1460 indices[indiceIndex + 8] = vertexIndex + 5;
1464 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1466 indices[indiceIndex ] = vertexIndex;
1467 indices[indiceIndex + 1] = vertexIndex + 1;
1468 indices[indiceIndex + 2] = vertexIndex + 2;
1469 indices[indiceIndex + 3] = vertexIndex + 1;
1470 indices[indiceIndex + 4] = vertexIndex + 3;
1471 indices[indiceIndex + 5] = vertexIndex + 2;
1475 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1478 indices[indiceIndex ] = vertexIndex;
1479 indices[indiceIndex + 1] = vertexIndex + 1;
1480 indices[indiceIndex + 2] = vertexIndex + 2;
1483 indices[indiceIndex + 3] = vertexIndex + 3;
1484 indices[indiceIndex + 4] = vertexIndex + 4;
1485 indices[indiceIndex + 5] = vertexIndex + 5;
1486 indices[indiceIndex + 6] = vertexIndex + 4;
1487 indices[indiceIndex + 7] = vertexIndex + 6;
1488 indices[indiceIndex + 8] = vertexIndex + 5;
1492 indices[indiceIndex ] = vertexIndex;
1493 indices[indiceIndex + 1] = vertexIndex + 1;
1494 indices[indiceIndex + 2] = vertexIndex + 2;
1495 indices[indiceIndex + 3] = vertexIndex + 0;
1496 indices[indiceIndex + 4] = vertexIndex + 2;
1497 indices[indiceIndex + 5] = vertexIndex + 3;
1502 } // namespace Internal
1504 } // namespace Toolkit