2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/scripting/enum-helper.h>
26 #include <dali/devel-api/scripting/scripting.h>
29 #include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
30 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
46 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
54 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
57 const char * const PRIMITIVE_SHAPE( "shape" );
58 const char * const SHAPE_COLOR( "mixColor" );
59 const char * const SLICES( "slices" );
60 const char * const STACKS( "stacks" );
61 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
62 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
63 const char * const SCALE_HEIGHT( "scaleHeight" );
64 const char * const SCALE_RADIUS( "scaleRadius" );
65 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
66 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
67 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
68 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
70 //Primitive property defaults
71 const int DEFAULT_SLICES = 128; ///< For spheres and conics
72 const int DEFAULT_STACKS = 128; ///< For spheres and conics
73 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
74 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
75 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
76 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
77 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
78 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
79 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
82 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
83 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
84 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
85 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
86 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
87 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
88 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
90 //Specific shape labels.
91 const char * const SPHERE_LABEL( "SPHERE" );
92 const char * const CONE_LABEL( "CONE" );
93 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
94 const char * const CYLINDER_LABEL( "CYLINDER" );
95 const char * const CUBE_LABEL( "CUBE" );
96 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
97 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
100 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
101 const char * const COLOR_UNIFORM_NAME( "mixColor" );
102 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
103 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
106 const char * const POSITION( "aPosition");
107 const char * const NORMAL( "aNormal" );
108 const char * const INDICES( "aIndices" );
110 //A simple shader that applies diffuse lighting to a mono-coloured object.
111 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
112 attribute highp vec3 aPosition;\n
113 attribute highp vec2 aTexCoord;\n
114 attribute highp vec3 aNormal;\n
115 varying mediump vec3 vIllumination;\n
116 uniform mediump vec3 uSize;\n
117 uniform mediump vec3 uObjectDimensions;\n
118 uniform mediump mat4 uMvpMatrix;\n
119 uniform mediump mat4 uModelView;\n
120 uniform mediump mat4 uViewMatrix;\n
121 uniform mediump mat3 uNormalMatrix;\n
122 uniform mediump mat4 uObjectMatrix;\n
123 uniform mediump vec3 lightPosition;\n
124 uniform mediump vec2 uStageOffset;\n
126 //Visual size and offset
127 uniform mediump vec2 offset;\n
128 uniform mediump vec2 size;\n
129 uniform mediump vec4 offsetSizeMode;\n
130 uniform mediump vec2 origin;\n
131 uniform mediump vec2 anchorPoint;\n
133 vec4 ComputeVertexPosition()\n
135 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
136 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
137 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
138 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
139 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
140 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
145 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
146 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
147 vertexPosition = uMvpMatrix * vertexPosition;\n
149 //Illumination in Model-View space - Transform attributes and uniforms\n
150 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
151 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
153 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
154 mvLightPosition = uViewMatrix * mvLightPosition;\n
155 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
157 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
158 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
160 gl_Position = vertexPosition;\n
164 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
165 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
166 precision mediump float;\n
167 varying mediump vec3 vIllumination;\n
168 uniform lowp vec4 uColor;\n
169 uniform lowp vec4 mixColor;\n
173 vec4 baseColor = mixColor * uColor;\n
174 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
178 } // unnamed namespace
180 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
182 return new PrimitiveVisual( factoryCache );
185 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
186 : Visual::Base( factoryCache ),
187 mColor( DEFAULT_COLOR ),
188 mScaleDimensions( Vector3::ONE ),
189 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
190 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
191 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
192 mScaleRadius( DEFAULT_SCALE_RADIUS ),
193 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
194 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
195 mSlices( DEFAULT_SLICES ),
196 mStacks( DEFAULT_STACKS ),
197 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
201 PrimitiveVisual::~PrimitiveVisual()
205 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
207 //Find out which shape to renderer.
208 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
209 if( primitiveTypeValue )
211 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
215 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
218 //Read in other potential properties.
220 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
221 if( color && !color->Get( mColor ) )
223 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
226 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
229 if( slices->Get( mSlices ) )
232 if( mSlices > MAX_PARTITIONS )
234 mSlices = MAX_PARTITIONS;
235 DALI_LOG_WARNING( "Value for slices clamped.\n" );
237 else if ( mSlices < MIN_SLICES )
239 mSlices = MIN_SLICES;
240 DALI_LOG_WARNING( "Value for slices clamped.\n" );
245 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
249 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
252 if( stacks->Get( mStacks ) )
255 if( mStacks > MAX_PARTITIONS )
257 mStacks = MAX_PARTITIONS;
258 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
260 else if ( mStacks < MIN_STACKS )
262 mStacks = MIN_STACKS;
263 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
268 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
272 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
273 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
275 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
278 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
279 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
281 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
284 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
285 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
287 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
290 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
291 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
293 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
296 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
299 if( dimensions->Get( mScaleDimensions ) )
301 //If any dimension is invalid, set it to a sensible default.
302 if( mScaleDimensions.x <= 0.0 )
304 mScaleDimensions.x = 1.0;
305 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
307 if( mScaleDimensions.y <= 0.0 )
309 mScaleDimensions.y = 1.0;
310 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
312 if( mScaleDimensions.z <= 0.0 )
314 mScaleDimensions.z = 1.0;
315 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
320 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
324 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
327 if( bevel->Get( mBevelPercentage ) )
330 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
332 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
333 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
335 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
337 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
338 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
343 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
347 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
350 if( smoothness->Get( mBevelSmoothness ) )
353 if( mBevelSmoothness < MIN_SMOOTHNESS )
355 mBevelSmoothness = MIN_SMOOTHNESS;
356 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
358 else if( mBevelSmoothness > MAX_SMOOTHNESS )
360 mBevelSmoothness = MAX_SMOOTHNESS;
361 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
366 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
370 //Read in light position.
371 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
374 if( !lightPosition->Get( mLightPosition ) )
376 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
377 mLightPosition = Vector3::ZERO;
382 //Default behaviour is to place the light directly in front of the object,
383 // at a reasonable distance to light everything on screen.
384 Stage stage = Stage::GetCurrent();
386 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
390 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
392 naturalSize.x = mObjectDimensions.x;
393 naturalSize.y = mObjectDimensions.y;
396 void PrimitiveVisual::DoSetOnStage( Actor& actor )
398 InitializeRenderer();
400 actor.AddRenderer( mImpl->mRenderer );
403 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
406 map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::PRIMITIVE );
407 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
408 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
409 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
410 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
411 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
412 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
413 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
414 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
415 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
416 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
417 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
418 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
421 void PrimitiveVisual::OnSetTransform()
423 if( mImpl->mRenderer )
425 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
429 void PrimitiveVisual::InitializeRenderer()
441 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
442 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
444 //Register transform properties
445 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
448 void PrimitiveVisual::UpdateShaderUniforms()
450 Stage stage = Stage::GetCurrent();
451 float width = stage.GetSize().width;
452 float height = stage.GetSize().height;
454 //Flip model to account for DALi starting with (0, 0) at the top left.
456 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
458 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
459 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
460 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
461 mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
462 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
465 void PrimitiveVisual::CreateShader()
467 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
468 UpdateShaderUniforms();
471 void PrimitiveVisual::CreateGeometry()
473 Dali::Vector<Vertex> vertices;
474 Dali::Vector<unsigned short> indices;
476 switch( mPrimitiveType )
478 case Toolkit::PrimitiveVisual::Shape::SPHERE:
480 CreateSphere( vertices, indices, mSlices, mStacks );
483 case Toolkit::PrimitiveVisual::Shape::CONE:
485 //Create a conic with zero top radius.
486 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
489 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
491 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
494 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
496 //Create a conic with equal radii on the top and bottom.
497 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
500 case Toolkit::PrimitiveVisual::Shape::CUBE:
502 //Create a cube by creating a bevelled cube with minimum bevel.
503 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
506 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
508 //Create an octahedron by creating a bevelled cube with maximum bevel.
509 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
512 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
514 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
519 mGeometry = Geometry::New();
522 Property::Map vertexFormat;
523 vertexFormat[POSITION] = Property::VECTOR3;
524 vertexFormat[NORMAL] = Property::VECTOR3;
525 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
526 surfaceVertices.SetData( &vertices[0], vertices.Size() );
528 mGeometry.AddVertexBuffer( surfaceVertices );
530 //Indices for triangle formulation
531 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
534 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
536 ComputeSphereVertices( vertices, slices, stacks );
537 FormSphereTriangles( indices, slices, stacks );
539 mObjectDimensions = Vector3::ONE;
542 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
543 float scaleBottomRadius, float scaleHeight, int slices )
545 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
546 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
548 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
549 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
550 float yDimension = scaleHeight;
551 float largestDimension = std::max( xDimension, yDimension );
553 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
554 xDimension / largestDimension );
557 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
558 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
560 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
561 dimensions = dimensions / maxDimension;
563 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
565 ComputeCubeVertices( vertices, dimensions );
566 FormCubeTriangles( indices );
568 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
570 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
571 FormOctahedronTriangles( indices );
573 else //In between, form a bevelled cube.
575 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
576 FormBevelledCubeTriangles( indices );
579 mObjectDimensions = dimensions;
582 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
590 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
592 sinTable.Resize( divisions );
593 cosTable.Resize( divisions );
595 for( int i = 0; i < divisions; i++ )
597 sinTable[i] = sin( angleDivision * i );
598 cosTable[i] = cos( angleDivision * i );
602 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
604 //Tables for calculating slices angles and stacks angles, respectively.
605 Vector<float> sinTable1;
606 Vector<float> cosTable1;
607 Vector<float> sinTable2;
608 Vector<float> cosTable2;
610 ComputeCircleTables( sinTable1, cosTable1, slices, false );
611 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
613 int numVertices = slices * ( stacks - 1 ) + 2;
614 vertices.Resize( numVertices );
616 int vertexIndex = 0; //Track progress through vertices.
622 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
623 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
627 for( int i = 1; i < stacks; i++ )
629 for( int j = 0; j < slices; j++, vertexIndex++ )
631 x = cosTable1[j] * sinTable2[i];
633 z = sinTable1[j] * sinTable2[i];
635 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
636 vertices[vertexIndex].normal = Vector3( x, y, z );
641 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
642 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
645 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
649 //Set indices to placeholder "error" values.
650 //This will display nothing, which is the expected behaviour for this edge case.
655 int numTriangles = 2 * slices * ( stacks - 1 );
657 indices.Resize( 3 * numTriangles );
659 int indiceIndex = 0; //Used to keep track of progress through indices.
660 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
661 int currentCycleBeginning = 1 + slices;
663 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
664 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
666 indices[indiceIndex] = 0;
669 //End, so loop around.
670 indices[indiceIndex + 1] = 1;
674 indices[indiceIndex + 1] = i + 1;
676 indices[indiceIndex + 2] = i;
679 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
680 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
682 for( int j = 0; j < slices; j++, indiceIndex += 6 )
684 if( j == slices - 1 )
686 //End, so loop around.
687 indices[indiceIndex] = previousCycleBeginning + j;
688 indices[indiceIndex + 1] = previousCycleBeginning;
689 indices[indiceIndex + 2] = currentCycleBeginning + j;
690 indices[indiceIndex + 3] = currentCycleBeginning + j;
691 indices[indiceIndex + 4] = previousCycleBeginning;
692 indices[indiceIndex + 5] = currentCycleBeginning;
696 indices[indiceIndex] = previousCycleBeginning + j;
697 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
698 indices[indiceIndex + 2] = currentCycleBeginning + j;
699 indices[indiceIndex + 3] = currentCycleBeginning + j;
700 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
701 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
706 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
707 for( int i = 0; i < slices; i++, indiceIndex += 3 )
709 indices[indiceIndex] = previousCycleBeginning + slices;
710 indices[indiceIndex + 1] = previousCycleBeginning + i;
711 if( i == slices - 1 )
713 //End, so loop around.
714 indices[indiceIndex + 2] = previousCycleBeginning;
718 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
723 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
724 float scaleBottomRadius, float scaleHeight, int slices )
726 int vertexIndex = 0; //Track progress through vertices.
727 Vector<float> sinTable;
728 Vector<float> cosTable;
730 ComputeCircleTables( sinTable, cosTable, slices, false );
732 int numVertices = 2; //Always will have one at the top and one at the bottom.
734 //Add vertices for each circle. Need two per point for different face normals.
735 if( scaleTopRadius > 0.0 )
737 numVertices += 2 * slices;
739 if( scaleBottomRadius > 0.0 )
741 numVertices += 2 * slices;
744 vertices.Resize( numVertices );
747 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
748 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
749 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
750 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
752 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
754 float y = scaleHeight / biggestObjectDimension / 2.0f;
758 vertices[0].position = Vector3( 0, y, 0 );
759 vertices[0].normal = Vector3( 0, 1, 0 );
763 if( scaleTopRadius > 0.0 )
765 //Loop around the circle.
766 for( int i = 0; i < slices; i++, vertexIndex++ )
768 x = sinTable[i] * scaleTopRadius;
769 z = cosTable[i] * scaleTopRadius;
771 //Upward-facing normal.
772 vertices[vertexIndex].position = Vector3( x, y, z );
773 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
775 //Outward-facing normal.
776 vertices[vertexIndex + slices].position = Vector3( x, y, z );
777 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
780 vertexIndex += slices;
784 if( scaleBottomRadius > 0.0 )
786 //Loop around the circle.
787 for( int i = 0; i < slices; i++, vertexIndex++ )
789 x = sinTable[i] * scaleBottomRadius;
790 z = cosTable[i] * scaleBottomRadius;
792 //Outward-facing normal.
793 vertices[vertexIndex].position = Vector3( x, -y, z );
794 vertices[vertexIndex].normal = Vector3( x, 0, z );
796 //Downward-facing normal.
797 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
798 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
801 vertexIndex += slices;
805 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
806 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
810 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
811 float scaleBottomRadius, int slices )
813 int indiceIndex = 0; //Track progress through indices.
814 int numTriangles = 0;
815 bool coneTop = scaleTopRadius <= 0.0;
816 bool coneBottom = scaleBottomRadius <= 0.0;
818 if( coneTop && coneBottom )
820 //Set indices to placeholder "error" values.
821 //This will display nothing, which is the expected behaviour for this edge case.
828 numTriangles += 2 * slices;
832 numTriangles += 2 * slices;
835 indices.Resize( 3 * numTriangles );
837 //Switch on the type of conic we have.
838 if( !coneTop && !coneBottom )
840 //Top circle. Start at index of first outer point and go around.
841 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
843 indices[indiceIndex] = 0;
844 indices[indiceIndex + 1] = i;
847 //End, so loop around.
848 indices[indiceIndex + 2] = 1;
852 indices[indiceIndex + 2] = i + 1;
856 int topCycleBeginning = slices + 1;
857 int bottomCycleBeginning = topCycleBeginning + slices;
860 for( int i = 0; i < slices; i++, indiceIndex += 6 )
862 if( i == slices - 1 )
864 //End, so loop around.
865 indices[indiceIndex] = topCycleBeginning + i;
866 indices[indiceIndex + 1] = bottomCycleBeginning + i;
867 indices[indiceIndex + 2] = topCycleBeginning;
868 indices[indiceIndex + 3] = bottomCycleBeginning + i;
869 indices[indiceIndex + 4] = bottomCycleBeginning;
870 indices[indiceIndex + 5] = topCycleBeginning;
874 indices[indiceIndex] = topCycleBeginning + i;
875 indices[indiceIndex + 1] = bottomCycleBeginning + i;
876 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
877 indices[indiceIndex + 3] = bottomCycleBeginning + i;
878 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
879 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
883 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
886 for( int i = 0; i < slices; i++, indiceIndex += 3 )
888 indices[indiceIndex] = bottomFaceCycleBeginning;
889 if( i == slices - 1 )
891 //End, so loop around.
892 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
896 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
898 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
901 else if( !coneTop || !coneBottom )
903 //Top circle/edges. Start at index of first outer point and go around.
904 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
906 indices[indiceIndex] = 0;
907 indices[indiceIndex + 1] = i;
910 //End, so loop around.
911 indices[indiceIndex + 2] = 1;
915 indices[indiceIndex + 2] = i + 1;
919 //Bottom circle/edges. Start at index of first outer point and go around.
920 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
922 indices[indiceIndex] = 2 * slices + 1;
925 //End, so loop around.
926 indices[indiceIndex + 1] = slices + 1;
930 indices[indiceIndex + 1] = slices + i + 1;
932 indices[indiceIndex + 2] = slices + i;
937 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
939 int numVertices = 4 * 6; //Four per face.
940 int vertexIndex = 0; //Tracks progress through vertices.
941 float scaledX = 0.5 * dimensions.x;
942 float scaledY = 0.5 * dimensions.y;
943 float scaledZ = 0.5 * dimensions.z;
945 vertices.Resize( numVertices );
947 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
949 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
952 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
953 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
954 positions[2] = Vector3( scaledX, scaledY, scaledZ );
955 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
956 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
957 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
958 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
959 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
961 normals[0] = Vector3( 0, 1, 0 );
962 normals[1] = Vector3( 0, 0, -1 );
963 normals[2] = Vector3( 1, 0, 0 );
964 normals[3] = Vector3( 0, 0, 1 );
965 normals[4] = Vector3( -1, 0, 0 );
966 normals[5] = Vector3( 0, -1, 0 );
968 //Top face, upward normals.
969 for( int i = 0; i < 4; i++, vertexIndex++ )
971 vertices[vertexIndex].position = positions[i];
972 vertices[vertexIndex].normal = normals[0];
975 //Top face, outward normals.
976 for( int i = 0; i < 4; i++, vertexIndex += 2 )
978 vertices[vertexIndex].position = positions[i];
979 vertices[vertexIndex].normal = normals[i + 1];
983 //End, so loop around.
984 vertices[vertexIndex + 1].position = positions[0];
988 vertices[vertexIndex + 1].position = positions[i + 1];
990 vertices[vertexIndex + 1].normal = normals[i + 1];
993 //Bottom face, outward normals.
994 for( int i = 0; i < 4; i++, vertexIndex += 2 )
996 vertices[vertexIndex].position = positions[i + 4];
997 vertices[vertexIndex].normal = normals[i + 1];
1001 //End, so loop around.
1002 vertices[vertexIndex + 1].position = positions[4];
1006 vertices[vertexIndex + 1].position = positions[i + 5];
1008 vertices[vertexIndex + 1].normal = normals[i + 1];
1011 //Bottom face, downward normals.
1012 for( int i = 0; i < 4; i++, vertexIndex++ )
1014 vertices[vertexIndex].position = positions[i + 4];
1015 vertices[vertexIndex].normal = normals[5];
1020 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1022 int numTriangles = 12;
1023 int triangleIndex = 0; //Track progress through indices.
1025 indices.Resize( 3 * numTriangles );
1028 indices[triangleIndex] = 0;
1029 indices[triangleIndex + 1] = 2;
1030 indices[triangleIndex + 2] = 1;
1031 indices[triangleIndex + 3] = 2;
1032 indices[triangleIndex + 4] = 0;
1033 indices[triangleIndex + 5] = 3;
1036 int topFaceStart = 4;
1037 int bottomFaceStart = 12;
1040 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1042 indices[triangleIndex ] = i + topFaceStart;
1043 indices[triangleIndex + 1] = i + topFaceStart + 1;
1044 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1045 indices[triangleIndex + 3] = i + topFaceStart;
1046 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1047 indices[triangleIndex + 5] = i + bottomFaceStart;
1051 indices[triangleIndex] = 20;
1052 indices[triangleIndex + 1] = 21;
1053 indices[triangleIndex + 2] = 22;
1054 indices[triangleIndex + 3] = 22;
1055 indices[triangleIndex + 4] = 23;
1056 indices[triangleIndex + 5] = 20;
1059 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1061 int numVertices = 3 * 8; //Three per face
1062 int vertexIndex = 0; //Tracks progress through vertices.
1063 float scaledX = 0.5 * dimensions.x;
1064 float scaledY = 0.5 * dimensions.y;
1065 float scaledZ = 0.5 * dimensions.z;
1067 vertices.Resize( numVertices );
1069 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1070 positions.Resize(6);
1071 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1073 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1074 outerNormals.Resize( 6 );
1076 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1077 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1078 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1079 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1080 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1081 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1083 normals[0] = Vector3( -1, 1, -1 );
1084 normals[1] = Vector3( 1, 1, -1 );
1085 normals[2] = Vector3( 1, 1, 1 );
1086 normals[3] = Vector3( -1, 1, 1 );
1087 normals[4] = Vector3( -1, -1, -1 );
1088 normals[5] = Vector3( 1, -1, -1 );
1089 normals[6] = Vector3( 1, -1, 1 );
1090 normals[7] = Vector3( -1, -1, 1 );
1092 outerNormals[0] = Vector3( 0, 1, 0 );
1093 outerNormals[1] = Vector3( -1, 0, 0 );
1094 outerNormals[2] = Vector3( 0, 0, -1 );
1095 outerNormals[3] = Vector3( 1, 0, 0 );
1096 outerNormals[4] = Vector3( 0, 0, 1 );
1097 outerNormals[5] = Vector3( 0, -1, 0 );
1099 //Loop through top faces.
1100 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1104 //End, so loop around.
1105 vertices[vertexIndex ].position = positions[0];
1106 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1107 vertices[vertexIndex + 1].position = positions[1];
1108 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1109 vertices[vertexIndex + 2].position = positions[i + 1];
1110 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1114 vertices[vertexIndex ].position = positions[0];
1115 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1116 vertices[vertexIndex + 1].position = positions[i + 2];
1117 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1118 vertices[vertexIndex + 2].position = positions[i + 1];
1119 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1123 //Loop through bottom faces.
1124 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1128 //End, so loop around.
1129 vertices[vertexIndex ].position = positions[5];
1130 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1131 vertices[vertexIndex + 1].position = positions[i + 1];
1132 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1133 vertices[vertexIndex + 2].position = positions[1];
1134 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1138 vertices[vertexIndex ].position = positions[5];
1139 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1140 vertices[vertexIndex + 1].position = positions[i + 1];
1141 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1142 vertices[vertexIndex + 2].position = positions[i + 2];
1143 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1148 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1150 int numTriangles = 8;
1151 int numIndices = numTriangles * 3;
1153 indices.Resize( numIndices );
1155 for( unsigned short i = 0; i < numIndices; i++ )
1161 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1162 float bevelPercentage, float bevelSmoothness )
1164 int numPositions = 24;
1166 int numOuterFaces = 6;
1167 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1168 int vertexIndex = 0; //Track progress through vertices.
1169 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1171 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1172 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1174 //Distances from centre to outer edge points.
1175 float outerX = 0.5 * dimensions.x;
1176 float outerY = 0.5 * dimensions.y;
1177 float outerZ = 0.5 * dimensions.z;
1179 //Distances from centre to bevelled points.
1180 float bevelX = outerX - bevelAmount;
1181 float bevelY = outerY - bevelAmount;
1182 float bevelZ = outerZ - bevelAmount;
1184 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1185 positions.Resize( numPositions );
1186 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1187 normals.Resize( numFaces );
1188 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1189 outerNormals.Resize( numOuterFaces );
1190 vertices.Resize( numVertices );
1192 //Topmost face positions.
1193 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1194 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1195 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1196 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1198 //Second layer positions.
1199 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1200 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1201 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1202 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1203 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1204 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1205 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1206 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1208 //Third layer positions.
1209 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1210 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1211 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1212 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1213 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1214 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1215 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1216 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1218 //Bottom-most face positions.
1219 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1220 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1221 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1222 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1225 normals[0 ] = Vector3( 0, 1, 0 );
1227 //Top slope normals.
1228 normals[1 ] = Vector3( -1, 1, -1 );
1229 normals[2 ] = Vector3( 0, 1, -1 );
1230 normals[3 ] = Vector3( 1, 1, -1 );
1231 normals[4 ] = Vector3( 1, 1, 0 );
1232 normals[5 ] = Vector3( 1, 1, 1 );
1233 normals[6 ] = Vector3( 0, 1, 1 );
1234 normals[7 ] = Vector3( -1, 1, 1 );
1235 normals[8 ] = Vector3( -1, 1, 0 );
1238 normals[9 ] = Vector3( -1, 0, -1 );
1239 normals[10] = Vector3( 0, 0, -1 );
1240 normals[11] = Vector3( 1, 0, -1 );
1241 normals[12] = Vector3( 1, 0, 0 );
1242 normals[13] = Vector3( 1, 0, 1 );
1243 normals[14] = Vector3( 0, 0, 1 );
1244 normals[15] = Vector3( -1, 0, 1 );
1245 normals[16] = Vector3( -1, 0, 0 );
1247 //Bottom slope normals.
1248 normals[17] = Vector3( -1, -1, -1 );
1249 normals[18] = Vector3( 0, -1, -1 );
1250 normals[19] = Vector3( 1, -1, -1 );
1251 normals[20] = Vector3( 1, -1, 0 );
1252 normals[21] = Vector3( 1, -1, 1 );
1253 normals[22] = Vector3( 0, -1, 1 );
1254 normals[23] = Vector3( -1, -1, 1 );
1255 normals[24] = Vector3( -1, -1, 0 );
1257 //Bottom face normal.
1258 normals[25] = Vector3( 0, -1, 0 );
1260 //Top, back, right, front, left and bottom faces, respectively.
1261 outerNormals[0] = Vector3( 0, 1, 0 );
1262 outerNormals[1] = Vector3( 0, 0, -1 );
1263 outerNormals[2] = Vector3( 1, 0, 0 );
1264 outerNormals[3] = Vector3( 0, 0, 1 );
1265 outerNormals[4] = Vector3( -1, 0, 0 );
1266 outerNormals[5] = Vector3( 0, -1, 0 );
1268 //Topmost face vertices.
1269 for( int i = 0; i < 4; i++, vertexIndex++ )
1271 vertices[vertexIndex].position = positions[i];
1272 vertices[vertexIndex].normal = normals[normalIndex];
1277 //Top slope vertices.
1278 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1281 vertices[vertexIndex ].position = positions[i];
1282 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1283 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1284 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1285 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1286 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1291 //End, so loop around.
1292 vertices[vertexIndex + 3].position = positions[i];
1293 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1294 vertices[vertexIndex + 4].position = positions[0];
1295 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1296 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1297 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1298 vertices[vertexIndex + 6].position = positions[4];
1299 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1303 vertices[vertexIndex + 3].position = positions[i];
1304 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1305 vertices[vertexIndex + 4].position = positions[i + 1];
1306 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1307 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1308 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1309 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1310 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1314 int secondCycleBeginning = 4;
1315 int thirdCycleBeginning = secondCycleBeginning + 8;
1316 int bottomCycleBeginning = thirdCycleBeginning + 8;
1319 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1323 //End, so loop around.
1324 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1325 vertices[vertexIndex ].normal = normals[normalIndex];
1326 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1327 vertices[vertexIndex + 1].normal = normals[normalIndex];
1328 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1329 vertices[vertexIndex + 2].normal = normals[normalIndex];
1330 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1331 vertices[vertexIndex + 3].normal = normals[normalIndex];
1333 else if( (i % 2) == 0 )
1335 //'even' faces are corner ones, and need smoothing.
1336 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1337 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1338 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1339 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1340 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1341 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1342 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1343 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1347 //'odd' faces are outer ones, and so don't need smoothing.
1348 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1349 vertices[vertexIndex ].normal = normals[normalIndex];
1350 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1351 vertices[vertexIndex + 1].normal = normals[normalIndex];
1352 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1353 vertices[vertexIndex + 2].normal = normals[normalIndex];
1354 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1355 vertices[vertexIndex + 3].normal = normals[normalIndex];
1359 //Bottom slope vertices.
1360 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1363 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1364 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1365 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1366 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1367 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1368 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1373 //End, so loop around.
1374 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1375 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1376 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1377 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1378 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1379 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1380 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1381 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1385 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1386 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1387 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1388 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1389 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1390 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1391 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1392 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1396 //Bottom-most face vertices.
1397 for( int i = 0; i < 4; i++, vertexIndex++ )
1399 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1400 vertices[vertexIndex].normal = normals[normalIndex];
1406 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1408 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1409 int indiceIndex = 0; //Track progress through indices.
1410 int vertexIndex = 0; //Track progress through vertices as they're processed.
1412 indices.Resize( 3 * numTriangles );
1415 indices[indiceIndex ] = vertexIndex;
1416 indices[indiceIndex + 1] = vertexIndex + 2;
1417 indices[indiceIndex + 2] = vertexIndex + 1;
1418 indices[indiceIndex + 3] = vertexIndex + 0;
1419 indices[indiceIndex + 4] = vertexIndex + 3;
1420 indices[indiceIndex + 5] = vertexIndex + 2;
1425 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1428 indices[indiceIndex ] = vertexIndex;
1429 indices[indiceIndex + 1] = vertexIndex + 2;
1430 indices[indiceIndex + 2] = vertexIndex + 1;
1433 indices[indiceIndex + 3] = vertexIndex + 3;
1434 indices[indiceIndex + 4] = vertexIndex + 4;
1435 indices[indiceIndex + 5] = vertexIndex + 5;
1436 indices[indiceIndex + 6] = vertexIndex + 4;
1437 indices[indiceIndex + 7] = vertexIndex + 6;
1438 indices[indiceIndex + 8] = vertexIndex + 5;
1442 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1444 indices[indiceIndex ] = vertexIndex;
1445 indices[indiceIndex + 1] = vertexIndex + 1;
1446 indices[indiceIndex + 2] = vertexIndex + 2;
1447 indices[indiceIndex + 3] = vertexIndex + 1;
1448 indices[indiceIndex + 4] = vertexIndex + 3;
1449 indices[indiceIndex + 5] = vertexIndex + 2;
1453 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1456 indices[indiceIndex ] = vertexIndex;
1457 indices[indiceIndex + 1] = vertexIndex + 1;
1458 indices[indiceIndex + 2] = vertexIndex + 2;
1461 indices[indiceIndex + 3] = vertexIndex + 3;
1462 indices[indiceIndex + 4] = vertexIndex + 4;
1463 indices[indiceIndex + 5] = vertexIndex + 5;
1464 indices[indiceIndex + 6] = vertexIndex + 4;
1465 indices[indiceIndex + 7] = vertexIndex + 6;
1466 indices[indiceIndex + 8] = vertexIndex + 5;
1470 indices[indiceIndex ] = vertexIndex;
1471 indices[indiceIndex + 1] = vertexIndex + 1;
1472 indices[indiceIndex + 2] = vertexIndex + 2;
1473 indices[indiceIndex + 3] = vertexIndex + 0;
1474 indices[indiceIndex + 4] = vertexIndex + 2;
1475 indices[indiceIndex + 5] = vertexIndex + 3;
1480 } // namespace Internal
1482 } // namespace Toolkit