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/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/devel-api/visuals/visual-properties-devel.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 )
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_TABLE_END( SHAPE_TYPE )
58 const char * const PRIMITIVE_SHAPE( "shape" );
59 const char * const SHAPE_COLOR( "mixColor" );
60 const char * const SLICES( "slices" );
61 const char * const STACKS( "stacks" );
62 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
63 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
64 const char * const SCALE_HEIGHT( "scaleHeight" );
65 const char * const SCALE_RADIUS( "scaleRadius" );
66 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
67 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
68 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
69 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
71 //Primitive property defaults
72 const int DEFAULT_SLICES = 128; ///< For spheres and conics
73 const int DEFAULT_STACKS = 128; ///< For spheres and conics
74 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
75 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
76 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
77 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
78 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
79 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
80 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
83 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
84 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
85 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
86 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
87 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
88 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
89 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
91 //Specific shape labels.
92 const char * const SPHERE_LABEL( "SPHERE" );
93 const char * const CONE_LABEL( "CONE" );
94 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
95 const char * const CYLINDER_LABEL( "CYLINDER" );
96 const char * const CUBE_LABEL( "CUBE" );
97 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
98 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
101 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
102 const char * const COLOR_UNIFORM_NAME( "mixColor" );
103 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
104 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
107 const char * const POSITION( "aPosition");
108 const char * const NORMAL( "aNormal" );
109 const char * const INDICES( "aIndices" );
111 //A simple shader that applies diffuse lighting to a mono-coloured object.
112 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
113 attribute highp vec3 aPosition;\n
114 attribute highp vec2 aTexCoord;\n
115 attribute highp vec3 aNormal;\n
116 varying mediump vec3 vIllumination;\n
117 uniform mediump vec3 uSize;\n
118 uniform mediump vec3 uObjectDimensions;\n
119 uniform mediump mat4 uMvpMatrix;\n
120 uniform mediump mat4 uModelView;\n
121 uniform mediump mat4 uViewMatrix;\n
122 uniform mediump mat3 uNormalMatrix;\n
123 uniform mediump mat4 uObjectMatrix;\n
124 uniform mediump vec3 lightPosition;\n
125 uniform mediump vec2 uStageOffset;\n
127 //Visual size and offset
128 uniform mediump vec2 offset;\n
129 uniform mediump vec2 size;\n
130 uniform mediump vec4 offsetSizeMode;\n
131 uniform mediump vec2 origin;\n
132 uniform mediump vec2 anchorPoint;\n
134 vec4 ComputeVertexPosition()\n
136 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
137 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
138 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
139 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
140 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
141 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
146 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
147 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
148 vertexPosition = uMvpMatrix * vertexPosition;\n
150 //Illumination in Model-View space - Transform attributes and uniforms\n
151 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
152 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
154 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
155 mvLightPosition = uViewMatrix * mvLightPosition;\n
156 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
158 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
159 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
161 gl_Position = vertexPosition;\n
165 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
166 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
167 precision mediump float;\n
168 varying mediump vec3 vIllumination;\n
169 uniform lowp vec4 uColor;\n
170 uniform lowp vec4 mixColor;\n
174 vec4 baseColor = mixColor * uColor;\n
175 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
179 } // unnamed namespace
181 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
183 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
184 primitiveVisualPtr->SetProperties( properties );
185 return primitiveVisualPtr;
188 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
189 : Visual::Base( factoryCache ),
190 mColor( DEFAULT_COLOR ),
191 mScaleDimensions( Vector3::ONE ),
192 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
193 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
194 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
195 mScaleRadius( DEFAULT_SCALE_RADIUS ),
196 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
197 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
198 mSlices( DEFAULT_SLICES ),
199 mStacks( DEFAULT_STACKS ),
200 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
204 PrimitiveVisual::~PrimitiveVisual()
208 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
210 //Find out which shape to renderer.
211 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
212 if( primitiveTypeValue )
214 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
218 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
221 //Read in other potential properties.
223 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
224 if( color && !color->Get( mColor ) )
226 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
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 )
395 naturalSize.x = mObjectDimensions.x;
396 naturalSize.y = mObjectDimensions.y;
399 void PrimitiveVisual::DoSetOnStage( Actor& actor )
401 InitializeRenderer();
403 actor.AddRenderer( mImpl->mRenderer );
406 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
409 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
410 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
411 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
412 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
413 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
414 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
415 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
416 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
417 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
418 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
419 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
420 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
421 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
424 void PrimitiveVisual::OnSetTransform()
426 if( mImpl->mRenderer )
428 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
432 void PrimitiveVisual::InitializeRenderer()
444 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
445 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
447 //Register transform properties
448 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
451 void PrimitiveVisual::UpdateShaderUniforms()
453 Stage stage = Stage::GetCurrent();
454 float width = stage.GetSize().width;
455 float height = stage.GetSize().height;
457 //Flip model to account for DALi starting with (0, 0) at the top left.
459 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
461 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
462 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
463 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
464 DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
465 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
468 void PrimitiveVisual::CreateShader()
470 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
471 UpdateShaderUniforms();
474 void PrimitiveVisual::CreateGeometry()
476 Dali::Vector<Vertex> vertices;
477 Dali::Vector<unsigned short> indices;
479 switch( mPrimitiveType )
481 case Toolkit::PrimitiveVisual::Shape::SPHERE:
483 CreateSphere( vertices, indices, mSlices, mStacks );
486 case Toolkit::PrimitiveVisual::Shape::CONE:
488 //Create a conic with zero top radius.
489 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
492 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
494 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
497 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
499 //Create a conic with equal radii on the top and bottom.
500 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
503 case Toolkit::PrimitiveVisual::Shape::CUBE:
505 //Create a cube by creating a bevelled cube with minimum bevel.
506 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
509 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
511 //Create an octahedron by creating a bevelled cube with maximum bevel.
512 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
515 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
517 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
522 mGeometry = Geometry::New();
525 Property::Map vertexFormat;
526 vertexFormat[POSITION] = Property::VECTOR3;
527 vertexFormat[NORMAL] = Property::VECTOR3;
528 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
529 surfaceVertices.SetData( &vertices[0], vertices.Size() );
531 mGeometry.AddVertexBuffer( surfaceVertices );
533 //Indices for triangle formulation
534 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
537 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
539 ComputeSphereVertices( vertices, slices, stacks );
540 FormSphereTriangles( indices, slices, stacks );
542 mObjectDimensions = Vector3::ONE;
545 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
546 float scaleBottomRadius, float scaleHeight, int slices )
548 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
549 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
551 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
552 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
553 float yDimension = scaleHeight;
554 float largestDimension = std::max( xDimension, yDimension );
556 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
557 xDimension / largestDimension );
560 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
561 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
563 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
564 dimensions = dimensions / maxDimension;
566 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
568 ComputeCubeVertices( vertices, dimensions );
569 FormCubeTriangles( indices );
571 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
573 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
574 FormOctahedronTriangles( indices );
576 else //In between, form a bevelled cube.
578 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
579 FormBevelledCubeTriangles( indices );
582 mObjectDimensions = dimensions;
585 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
593 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
595 sinTable.Resize( divisions );
596 cosTable.Resize( divisions );
598 for( int i = 0; i < divisions; i++ )
600 sinTable[i] = sin( angleDivision * i );
601 cosTable[i] = cos( angleDivision * i );
605 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
607 //Tables for calculating slices angles and stacks angles, respectively.
608 Vector<float> sinTable1;
609 Vector<float> cosTable1;
610 Vector<float> sinTable2;
611 Vector<float> cosTable2;
613 ComputeCircleTables( sinTable1, cosTable1, slices, false );
614 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
616 int numVertices = slices * ( stacks - 1 ) + 2;
617 vertices.Resize( numVertices );
619 int vertexIndex = 0; //Track progress through vertices.
625 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
626 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
630 for( int i = 1; i < stacks; i++ )
632 for( int j = 0; j < slices; j++, vertexIndex++ )
634 x = cosTable1[j] * sinTable2[i];
636 z = sinTable1[j] * sinTable2[i];
638 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
639 vertices[vertexIndex].normal = Vector3( x, y, z );
644 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
645 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
648 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
652 //Set indices to placeholder "error" values.
653 //This will display nothing, which is the expected behaviour for this edge case.
658 int numTriangles = 2 * slices * ( stacks - 1 );
660 indices.Resize( 3 * numTriangles );
662 int indiceIndex = 0; //Used to keep track of progress through indices.
663 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
664 int currentCycleBeginning = 1 + slices;
666 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
667 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
669 indices[indiceIndex] = 0;
672 //End, so loop around.
673 indices[indiceIndex + 1] = 1;
677 indices[indiceIndex + 1] = i + 1;
679 indices[indiceIndex + 2] = i;
682 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
683 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
685 for( int j = 0; j < slices; j++, indiceIndex += 6 )
687 if( j == slices - 1 )
689 //End, so loop around.
690 indices[indiceIndex] = previousCycleBeginning + j;
691 indices[indiceIndex + 1] = previousCycleBeginning;
692 indices[indiceIndex + 2] = currentCycleBeginning + j;
693 indices[indiceIndex + 3] = currentCycleBeginning + j;
694 indices[indiceIndex + 4] = previousCycleBeginning;
695 indices[indiceIndex + 5] = currentCycleBeginning;
699 indices[indiceIndex] = previousCycleBeginning + j;
700 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
701 indices[indiceIndex + 2] = currentCycleBeginning + j;
702 indices[indiceIndex + 3] = currentCycleBeginning + j;
703 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
704 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
709 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
710 for( int i = 0; i < slices; i++, indiceIndex += 3 )
712 indices[indiceIndex] = previousCycleBeginning + slices;
713 indices[indiceIndex + 1] = previousCycleBeginning + i;
714 if( i == slices - 1 )
716 //End, so loop around.
717 indices[indiceIndex + 2] = previousCycleBeginning;
721 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
726 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
727 float scaleBottomRadius, float scaleHeight, int slices )
729 int vertexIndex = 0; //Track progress through vertices.
730 Vector<float> sinTable;
731 Vector<float> cosTable;
733 ComputeCircleTables( sinTable, cosTable, slices, false );
735 int numVertices = 2; //Always will have one at the top and one at the bottom.
737 //Add vertices for each circle. Need two per point for different face normals.
738 if( scaleTopRadius > 0.0 )
740 numVertices += 2 * slices;
742 if( scaleBottomRadius > 0.0 )
744 numVertices += 2 * slices;
747 vertices.Resize( numVertices );
750 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
751 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
752 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
753 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
755 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
757 float y = scaleHeight / biggestObjectDimension / 2.0f;
761 vertices[0].position = Vector3( 0, y, 0 );
762 vertices[0].normal = Vector3( 0, 1, 0 );
766 if( scaleTopRadius > 0.0 )
768 //Loop around the circle.
769 for( int i = 0; i < slices; i++, vertexIndex++ )
771 x = sinTable[i] * scaleTopRadius;
772 z = cosTable[i] * scaleTopRadius;
774 //Upward-facing normal.
775 vertices[vertexIndex].position = Vector3( x, y, z );
776 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
778 //Outward-facing normal.
779 vertices[vertexIndex + slices].position = Vector3( x, y, z );
780 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
783 vertexIndex += slices;
787 if( scaleBottomRadius > 0.0 )
789 //Loop around the circle.
790 for( int i = 0; i < slices; i++, vertexIndex++ )
792 x = sinTable[i] * scaleBottomRadius;
793 z = cosTable[i] * scaleBottomRadius;
795 //Outward-facing normal.
796 vertices[vertexIndex].position = Vector3( x, -y, z );
797 vertices[vertexIndex].normal = Vector3( x, 0, z );
799 //Downward-facing normal.
800 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
801 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
804 vertexIndex += slices;
808 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
809 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
813 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
814 float scaleBottomRadius, int slices )
816 int indiceIndex = 0; //Track progress through indices.
817 int numTriangles = 0;
818 bool coneTop = scaleTopRadius <= 0.0;
819 bool coneBottom = scaleBottomRadius <= 0.0;
821 if( coneTop && coneBottom )
823 //Set indices to placeholder "error" values.
824 //This will display nothing, which is the expected behaviour for this edge case.
831 numTriangles += 2 * slices;
835 numTriangles += 2 * slices;
838 indices.Resize( 3 * numTriangles );
840 //Switch on the type of conic we have.
841 if( !coneTop && !coneBottom )
843 //Top circle. Start at index of first outer point and go around.
844 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
846 indices[indiceIndex] = 0;
847 indices[indiceIndex + 1] = i;
850 //End, so loop around.
851 indices[indiceIndex + 2] = 1;
855 indices[indiceIndex + 2] = i + 1;
859 int topCycleBeginning = slices + 1;
860 int bottomCycleBeginning = topCycleBeginning + slices;
863 for( int i = 0; i < slices; i++, indiceIndex += 6 )
865 if( i == slices - 1 )
867 //End, so loop around.
868 indices[indiceIndex] = topCycleBeginning + i;
869 indices[indiceIndex + 1] = bottomCycleBeginning + i;
870 indices[indiceIndex + 2] = topCycleBeginning;
871 indices[indiceIndex + 3] = bottomCycleBeginning + i;
872 indices[indiceIndex + 4] = bottomCycleBeginning;
873 indices[indiceIndex + 5] = topCycleBeginning;
877 indices[indiceIndex] = topCycleBeginning + i;
878 indices[indiceIndex + 1] = bottomCycleBeginning + i;
879 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
880 indices[indiceIndex + 3] = bottomCycleBeginning + i;
881 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
882 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
886 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
889 for( int i = 0; i < slices; i++, indiceIndex += 3 )
891 indices[indiceIndex] = bottomFaceCycleBeginning;
892 if( i == slices - 1 )
894 //End, so loop around.
895 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
899 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
901 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
904 else if( !coneTop || !coneBottom )
906 //Top circle/edges. Start at index of first outer point and go around.
907 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
909 indices[indiceIndex] = 0;
910 indices[indiceIndex + 1] = i;
913 //End, so loop around.
914 indices[indiceIndex + 2] = 1;
918 indices[indiceIndex + 2] = i + 1;
922 //Bottom circle/edges. Start at index of first outer point and go around.
923 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
925 indices[indiceIndex] = 2 * slices + 1;
928 //End, so loop around.
929 indices[indiceIndex + 1] = slices + 1;
933 indices[indiceIndex + 1] = slices + i + 1;
935 indices[indiceIndex + 2] = slices + i;
940 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
942 int numVertices = 4 * 6; //Four per face.
943 int vertexIndex = 0; //Tracks progress through vertices.
944 float scaledX = 0.5 * dimensions.x;
945 float scaledY = 0.5 * dimensions.y;
946 float scaledZ = 0.5 * dimensions.z;
948 vertices.Resize( numVertices );
950 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
952 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
955 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
956 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
957 positions[2] = Vector3( scaledX, scaledY, scaledZ );
958 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
959 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
960 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
961 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
962 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
964 normals[0] = Vector3( 0, 1, 0 );
965 normals[1] = Vector3( 0, 0, -1 );
966 normals[2] = Vector3( 1, 0, 0 );
967 normals[3] = Vector3( 0, 0, 1 );
968 normals[4] = Vector3( -1, 0, 0 );
969 normals[5] = Vector3( 0, -1, 0 );
971 //Top face, upward normals.
972 for( int i = 0; i < 4; i++, vertexIndex++ )
974 vertices[vertexIndex].position = positions[i];
975 vertices[vertexIndex].normal = normals[0];
978 //Top face, outward normals.
979 for( int i = 0; i < 4; i++, vertexIndex += 2 )
981 vertices[vertexIndex].position = positions[i];
982 vertices[vertexIndex].normal = normals[i + 1];
986 //End, so loop around.
987 vertices[vertexIndex + 1].position = positions[0];
991 vertices[vertexIndex + 1].position = positions[i + 1];
993 vertices[vertexIndex + 1].normal = normals[i + 1];
996 //Bottom face, outward normals.
997 for( int i = 0; i < 4; i++, vertexIndex += 2 )
999 vertices[vertexIndex].position = positions[i + 4];
1000 vertices[vertexIndex].normal = normals[i + 1];
1004 //End, so loop around.
1005 vertices[vertexIndex + 1].position = positions[4];
1009 vertices[vertexIndex + 1].position = positions[i + 5];
1011 vertices[vertexIndex + 1].normal = normals[i + 1];
1014 //Bottom face, downward normals.
1015 for( int i = 0; i < 4; i++, vertexIndex++ )
1017 vertices[vertexIndex].position = positions[i + 4];
1018 vertices[vertexIndex].normal = normals[5];
1023 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1025 int numTriangles = 12;
1026 int triangleIndex = 0; //Track progress through indices.
1028 indices.Resize( 3 * numTriangles );
1031 indices[triangleIndex] = 0;
1032 indices[triangleIndex + 1] = 2;
1033 indices[triangleIndex + 2] = 1;
1034 indices[triangleIndex + 3] = 2;
1035 indices[triangleIndex + 4] = 0;
1036 indices[triangleIndex + 5] = 3;
1039 int topFaceStart = 4;
1040 int bottomFaceStart = 12;
1043 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1045 indices[triangleIndex ] = i + topFaceStart;
1046 indices[triangleIndex + 1] = i + topFaceStart + 1;
1047 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1048 indices[triangleIndex + 3] = i + topFaceStart;
1049 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1050 indices[triangleIndex + 5] = i + bottomFaceStart;
1054 indices[triangleIndex] = 20;
1055 indices[triangleIndex + 1] = 21;
1056 indices[triangleIndex + 2] = 22;
1057 indices[triangleIndex + 3] = 22;
1058 indices[triangleIndex + 4] = 23;
1059 indices[triangleIndex + 5] = 20;
1062 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1064 int numVertices = 3 * 8; //Three per face
1065 int vertexIndex = 0; //Tracks progress through vertices.
1066 float scaledX = 0.5 * dimensions.x;
1067 float scaledY = 0.5 * dimensions.y;
1068 float scaledZ = 0.5 * dimensions.z;
1070 vertices.Resize( numVertices );
1072 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1073 positions.Resize(6);
1074 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1076 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1077 outerNormals.Resize( 6 );
1079 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1080 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1081 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1082 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1083 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1084 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1086 normals[0] = Vector3( -1, 1, -1 );
1087 normals[1] = Vector3( 1, 1, -1 );
1088 normals[2] = Vector3( 1, 1, 1 );
1089 normals[3] = Vector3( -1, 1, 1 );
1090 normals[4] = Vector3( -1, -1, -1 );
1091 normals[5] = Vector3( 1, -1, -1 );
1092 normals[6] = Vector3( 1, -1, 1 );
1093 normals[7] = Vector3( -1, -1, 1 );
1095 outerNormals[0] = Vector3( 0, 1, 0 );
1096 outerNormals[1] = Vector3( -1, 0, 0 );
1097 outerNormals[2] = Vector3( 0, 0, -1 );
1098 outerNormals[3] = Vector3( 1, 0, 0 );
1099 outerNormals[4] = Vector3( 0, 0, 1 );
1100 outerNormals[5] = Vector3( 0, -1, 0 );
1102 //Loop through top faces.
1103 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1107 //End, so loop around.
1108 vertices[vertexIndex ].position = positions[0];
1109 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1110 vertices[vertexIndex + 1].position = positions[1];
1111 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1112 vertices[vertexIndex + 2].position = positions[i + 1];
1113 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1117 vertices[vertexIndex ].position = positions[0];
1118 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1119 vertices[vertexIndex + 1].position = positions[i + 2];
1120 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1121 vertices[vertexIndex + 2].position = positions[i + 1];
1122 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1126 //Loop through bottom faces.
1127 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1131 //End, so loop around.
1132 vertices[vertexIndex ].position = positions[5];
1133 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1134 vertices[vertexIndex + 1].position = positions[i + 1];
1135 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1136 vertices[vertexIndex + 2].position = positions[1];
1137 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1141 vertices[vertexIndex ].position = positions[5];
1142 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1143 vertices[vertexIndex + 1].position = positions[i + 1];
1144 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1145 vertices[vertexIndex + 2].position = positions[i + 2];
1146 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1151 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1153 int numTriangles = 8;
1154 int numIndices = numTriangles * 3;
1156 indices.Resize( numIndices );
1158 for( unsigned short i = 0; i < numIndices; i++ )
1164 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1165 float bevelPercentage, float bevelSmoothness )
1167 int numPositions = 24;
1169 int numOuterFaces = 6;
1170 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1171 int vertexIndex = 0; //Track progress through vertices.
1172 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1174 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1175 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1177 //Distances from centre to outer edge points.
1178 float outerX = 0.5 * dimensions.x;
1179 float outerY = 0.5 * dimensions.y;
1180 float outerZ = 0.5 * dimensions.z;
1182 //Distances from centre to bevelled points.
1183 float bevelX = outerX - bevelAmount;
1184 float bevelY = outerY - bevelAmount;
1185 float bevelZ = outerZ - bevelAmount;
1187 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1188 positions.Resize( numPositions );
1189 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1190 normals.Resize( numFaces );
1191 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1192 outerNormals.Resize( numOuterFaces );
1193 vertices.Resize( numVertices );
1195 //Topmost face positions.
1196 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1197 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1198 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1199 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1201 //Second layer positions.
1202 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1203 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1204 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1205 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1206 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1207 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1208 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1209 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1211 //Third layer positions.
1212 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1213 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1214 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1215 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1216 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1217 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1218 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1219 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1221 //Bottom-most face positions.
1222 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1223 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1224 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1225 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1228 normals[0 ] = Vector3( 0, 1, 0 );
1230 //Top slope normals.
1231 normals[1 ] = Vector3( -1, 1, -1 );
1232 normals[2 ] = Vector3( 0, 1, -1 );
1233 normals[3 ] = Vector3( 1, 1, -1 );
1234 normals[4 ] = Vector3( 1, 1, 0 );
1235 normals[5 ] = Vector3( 1, 1, 1 );
1236 normals[6 ] = Vector3( 0, 1, 1 );
1237 normals[7 ] = Vector3( -1, 1, 1 );
1238 normals[8 ] = Vector3( -1, 1, 0 );
1241 normals[9 ] = Vector3( -1, 0, -1 );
1242 normals[10] = Vector3( 0, 0, -1 );
1243 normals[11] = Vector3( 1, 0, -1 );
1244 normals[12] = Vector3( 1, 0, 0 );
1245 normals[13] = Vector3( 1, 0, 1 );
1246 normals[14] = Vector3( 0, 0, 1 );
1247 normals[15] = Vector3( -1, 0, 1 );
1248 normals[16] = Vector3( -1, 0, 0 );
1250 //Bottom slope normals.
1251 normals[17] = Vector3( -1, -1, -1 );
1252 normals[18] = Vector3( 0, -1, -1 );
1253 normals[19] = Vector3( 1, -1, -1 );
1254 normals[20] = Vector3( 1, -1, 0 );
1255 normals[21] = Vector3( 1, -1, 1 );
1256 normals[22] = Vector3( 0, -1, 1 );
1257 normals[23] = Vector3( -1, -1, 1 );
1258 normals[24] = Vector3( -1, -1, 0 );
1260 //Bottom face normal.
1261 normals[25] = Vector3( 0, -1, 0 );
1263 //Top, back, right, front, left and bottom faces, respectively.
1264 outerNormals[0] = Vector3( 0, 1, 0 );
1265 outerNormals[1] = Vector3( 0, 0, -1 );
1266 outerNormals[2] = Vector3( 1, 0, 0 );
1267 outerNormals[3] = Vector3( 0, 0, 1 );
1268 outerNormals[4] = Vector3( -1, 0, 0 );
1269 outerNormals[5] = Vector3( 0, -1, 0 );
1271 //Topmost face vertices.
1272 for( int i = 0; i < 4; i++, vertexIndex++ )
1274 vertices[vertexIndex].position = positions[i];
1275 vertices[vertexIndex].normal = normals[normalIndex];
1280 //Top slope vertices.
1281 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1284 vertices[vertexIndex ].position = positions[i];
1285 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1286 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1287 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1288 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1289 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1294 //End, so loop around.
1295 vertices[vertexIndex + 3].position = positions[i];
1296 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1297 vertices[vertexIndex + 4].position = positions[0];
1298 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1299 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1300 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1301 vertices[vertexIndex + 6].position = positions[4];
1302 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1306 vertices[vertexIndex + 3].position = positions[i];
1307 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1308 vertices[vertexIndex + 4].position = positions[i + 1];
1309 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1310 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1311 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1312 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1313 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1317 int secondCycleBeginning = 4;
1318 int thirdCycleBeginning = secondCycleBeginning + 8;
1319 int bottomCycleBeginning = thirdCycleBeginning + 8;
1322 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1326 //End, so loop around.
1327 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1328 vertices[vertexIndex ].normal = normals[normalIndex];
1329 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1330 vertices[vertexIndex + 1].normal = normals[normalIndex];
1331 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1332 vertices[vertexIndex + 2].normal = normals[normalIndex];
1333 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1334 vertices[vertexIndex + 3].normal = normals[normalIndex];
1336 else if( (i % 2) == 0 )
1338 //'even' faces are corner ones, and need smoothing.
1339 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1340 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1341 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1342 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1343 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1344 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1345 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1346 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1350 //'odd' faces are outer ones, and so don't need smoothing.
1351 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1352 vertices[vertexIndex ].normal = normals[normalIndex];
1353 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1354 vertices[vertexIndex + 1].normal = normals[normalIndex];
1355 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1356 vertices[vertexIndex + 2].normal = normals[normalIndex];
1357 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1358 vertices[vertexIndex + 3].normal = normals[normalIndex];
1362 //Bottom slope vertices.
1363 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1366 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1367 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1368 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1369 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1370 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1371 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1376 //End, so loop around.
1377 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1378 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1379 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1380 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1381 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1382 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1383 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1384 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1388 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1389 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1390 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1391 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1392 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1393 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1394 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1395 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1399 //Bottom-most face vertices.
1400 for( int i = 0; i < 4; i++, vertexIndex++ )
1402 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1403 vertices[vertexIndex].normal = normals[normalIndex];
1409 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1411 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1412 int indiceIndex = 0; //Track progress through indices.
1413 int vertexIndex = 0; //Track progress through vertices as they're processed.
1415 indices.Resize( 3 * numTriangles );
1418 indices[indiceIndex ] = vertexIndex;
1419 indices[indiceIndex + 1] = vertexIndex + 2;
1420 indices[indiceIndex + 2] = vertexIndex + 1;
1421 indices[indiceIndex + 3] = vertexIndex + 0;
1422 indices[indiceIndex + 4] = vertexIndex + 3;
1423 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 + 2;
1433 indices[indiceIndex + 2] = vertexIndex + 1;
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 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1447 indices[indiceIndex ] = vertexIndex;
1448 indices[indiceIndex + 1] = vertexIndex + 1;
1449 indices[indiceIndex + 2] = vertexIndex + 2;
1450 indices[indiceIndex + 3] = vertexIndex + 1;
1451 indices[indiceIndex + 4] = vertexIndex + 3;
1452 indices[indiceIndex + 5] = vertexIndex + 2;
1456 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1459 indices[indiceIndex ] = vertexIndex;
1460 indices[indiceIndex + 1] = vertexIndex + 1;
1461 indices[indiceIndex + 2] = vertexIndex + 2;
1464 indices[indiceIndex + 3] = vertexIndex + 3;
1465 indices[indiceIndex + 4] = vertexIndex + 4;
1466 indices[indiceIndex + 5] = vertexIndex + 5;
1467 indices[indiceIndex + 6] = vertexIndex + 4;
1468 indices[indiceIndex + 7] = vertexIndex + 6;
1469 indices[indiceIndex + 8] = vertexIndex + 5;
1473 indices[indiceIndex ] = vertexIndex;
1474 indices[indiceIndex + 1] = vertexIndex + 1;
1475 indices[indiceIndex + 2] = vertexIndex + 2;
1476 indices[indiceIndex + 3] = vertexIndex + 0;
1477 indices[indiceIndex + 4] = vertexIndex + 2;
1478 indices[indiceIndex + 5] = vertexIndex + 3;
1483 } // namespace Internal
1485 } // namespace Toolkit