/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include "primitive-visual.h"
// EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/common/constants.h>
+#include <dali/devel-api/common/stage.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/common/constants.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
// shapes
-DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
-DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
-DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
-
-//Property names
-const char * const PRIMITIVE_SHAPE( "shape" );
-const char * const SHAPE_COLOR( "shapeColor" );
-const char * const SLICES( "slices" );
-const char * const STACKS( "stacks" );
-const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
-const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
-const char * const SCALE_HEIGHT( "scaleHeight" );
-const char * const SCALE_RADIUS( "scaleRadius" );
-const char * const SCALE_DIMENSIONS( "scaleDimensions" );
-const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
-const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
-const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
+DALI_ENUM_TO_STRING_TABLE_BEGIN(SHAPE_TYPE)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, SPHERE)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, CONE)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, CYLINDER)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, CUBE)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, OCTAHEDRON)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE)
+ DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTUM)
+DALI_ENUM_TO_STRING_TABLE_END(SHAPE_TYPE)
//Primitive property defaults
-const int DEFAULT_SLICES = 128; ///< For spheres and conics
-const int DEFAULT_STACKS = 128; ///< For spheres and conics
-const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
-const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
-const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
-const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
-const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
-const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
-const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
+const int DEFAULT_SLICES = 128; ///< For spheres and conics
+const int DEFAULT_STACKS = 128; ///< For spheres and conics
+const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustums
+const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustums
+const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
+const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
+const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
+const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
+const Vector4 DEFAULT_COLOR = Vector4(0.5, 0.5, 0.5, 1.0); ///< Grey, for all.
//Property limits
-const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
-const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
-const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
+const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
+const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
+const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
-const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
-const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
+const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
+const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
//Specific shape labels.
-const char * const SPHERE_LABEL( "SPHERE" );
-const char * const CONE_LABEL( "CONE" );
-const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
-const char * const CYLINDER_LABEL( "CYLINDER" );
-const char * const CUBE_LABEL( "CUBE" );
-const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
-const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
+const char* const SPHERE_LABEL("SPHERE");
+const char* const CONE_LABEL("CONE");
+const char* const CYLINDER_LABEL("CYLINDER");
+const char* const CUBE_LABEL("CUBE");
+const char* const OCTAHEDRON_LABEL("OCTAHEDRON");
+const char* const BEVELLED_CUBE_LABEL("BEVELLED_CUBE");
+const char* const CONICAL_FRUSTUM_LABEL("CONICAL_FRUSTUM");
//Shader properties
-const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
-const char * const COLOR_UNIFORM_NAME( "uColor" );
-const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
-const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
+const char* const OBJECT_MATRIX_UNIFORM_NAME("uObjectMatrix");
+const char* const OBJECT_DIMENSIONS_UNIFORM_NAME("uObjectDimensions");
+const char* const STAGE_OFFSET_UNIFORM_NAME("uStageOffset");
//Vertex properties
-const char * const POSITION( "aPosition");
-const char * const NORMAL( "aNormal" );
-const char * const INDICES( "aIndices" );
-
-//A simple shader that applies diffuse lighting to a mono-coloured object.
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute highp vec3 aPosition;\n
- attribute highp vec2 aTexCoord;\n
- attribute highp vec3 aNormal;\n
- varying mediump vec3 vIllumination;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec3 uObjectDimensions;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump mat4 uModelView;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat3 uNormalMatrix;\n
- uniform mediump mat4 uObjectMatrix;\n
- uniform mediump vec3 lightPosition;\n
- uniform mediump vec2 uStageOffset;\n
-
- void main()\n
- {\n
- float xRatio = uSize.x / uObjectDimensions.x;\n
- float yRatio = uSize.y / uObjectDimensions.y;\n
- float scaleFactor = min( xRatio, yRatio );\n
-
- vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
- vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
-
- //Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
- vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
-
- vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
- mvLightPosition = uViewMatrix * mvLightPosition;\n
- vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
-
- float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
- vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
-
- gl_Position = vertexPosition;\n
- }\n
-);
-
-//Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- varying mediump vec3 vIllumination;\n
- uniform lowp vec4 uColor;\n
-
- void main()\n
- {\n
- gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
- }\n
-);
-
-} // namespace
-
-PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mColor( DEFAULT_COLOR ),
- mScaleDimensions( Vector3::ONE ),
- mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
- mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
- mScaleHeight( DEFAULT_SCALE_HEIGHT ),
- mScaleRadius( DEFAULT_SCALE_RADIUS ),
- mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
- mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
- mSlices( DEFAULT_SLICES ),
- mStacks( DEFAULT_STACKS ),
- mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
+const char* const POSITION("aPosition");
+const char* const NORMAL("aNormal");
+const char* const INDICES("aIndices");
+
+} // unnamed namespace
+
+PrimitiveVisualPtr PrimitiveVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
+{
+ PrimitiveVisualPtr primitiveVisualPtr(new PrimitiveVisual(factoryCache));
+ primitiveVisualPtr->SetProperties(properties);
+ primitiveVisualPtr->Initialize();
+ return primitiveVisualPtr;
+}
+
+PrimitiveVisual::PrimitiveVisual(VisualFactoryCache& factoryCache)
+: Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::PRIMITIVE),
+ mScaleDimensions(Vector3::ONE),
+ mScaleTopRadius(DEFAULT_SCALE_TOP_RADIUS),
+ mScaleBottomRadius(DEFAULT_SCALE_BOTTOM_RADIUS),
+ mScaleHeight(DEFAULT_SCALE_HEIGHT),
+ mScaleRadius(DEFAULT_SCALE_RADIUS),
+ mBevelPercentage(DEFAULT_BEVEL_PERCENTAGE),
+ mBevelSmoothness(DEFAULT_BEVEL_SMOOTHNESS),
+ mSlices(DEFAULT_SLICES),
+ mStacks(DEFAULT_STACKS),
+ mPrimitiveType(Toolkit::PrimitiveVisual::Shape::SPHERE)
{
+ mImpl->mMixColor = DEFAULT_COLOR;
}
PrimitiveVisual::~PrimitiveVisual()
{
}
-void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void PrimitiveVisual::DoSetProperties(const Property::Map& propertyMap)
{
//Find out which shape to renderer.
- Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
- if( primitiveTypeValue )
+ Property::Value* primitiveTypeValue = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE);
+ if(primitiveTypeValue)
{
- Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
+ Scripting::GetEnumerationProperty(*primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType);
}
else
{
- DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
+ DALI_LOG_ERROR("Fail to provide shape to the PrimitiveVisual object.\n");
}
- //Read in other potential properties.
-
- Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::COLOR, SHAPE_COLOR );
- if( color && !color->Get( mColor ) )
+ // By virtue of DoSetProperties being called last, this will override
+ // anything set by Toolkit::Visual::Property::MIX_COLOR
+ Property::Value* colorValue = propertyMap.Find(Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR);
+ if(colorValue)
{
- DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
+ Vector4 color;
+ if(colorValue->Get(color))
+ {
+ Property::Type type = colorValue->GetType();
+ if(type == Property::VECTOR4)
+ {
+ SetMixColor(color);
+ }
+ else if(type == Property::VECTOR3)
+ {
+ Vector3 color3(color);
+ SetMixColor(color3);
+ }
+ }
}
- Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
- if( slices )
+ Property::Value* slices = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SLICES, SLICES);
+ if(slices)
{
- if( slices->Get( mSlices ) )
+ if(slices->Get(mSlices))
{
//Clamp value.
- if( mSlices > MAX_PARTITIONS )
+ if(mSlices > MAX_PARTITIONS)
{
mSlices = MAX_PARTITIONS;
+ DALI_LOG_WARNING("Value for slices clamped.\n");
}
- else if ( mSlices < MIN_SLICES )
+ else if(mSlices < MIN_SLICES)
{
mSlices = MIN_SLICES;
+ DALI_LOG_WARNING("Value for slices clamped.\n");
}
}
else
{
- DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for slices in PrimitiveVisual.\n");
}
}
- Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
- if( stacks )
+ Property::Value* stacks = propertyMap.Find(Toolkit::PrimitiveVisual::Property::STACKS, STACKS);
+ if(stacks)
{
- if( stacks->Get( mStacks ) )
+ if(stacks->Get(mStacks))
{
//Clamp value.
- if( mStacks > MAX_PARTITIONS )
+ if(mStacks > MAX_PARTITIONS)
{
mStacks = MAX_PARTITIONS;
+ DALI_LOG_WARNING("Value for stacks clamped.\n");
}
- else if ( mStacks < MIN_STACKS )
+ else if(mStacks < MIN_STACKS)
{
mStacks = MIN_STACKS;
+ DALI_LOG_WARNING("Value for stacks clamped.\n");
}
}
else
{
- DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for stacks in PrimitiveVisual.\n");
}
}
- Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
- if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
+ Property::Value* scaleTop = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS);
+ if(scaleTop && !scaleTop->Get(mScaleTopRadius))
{
- DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for scale top radius in PrimitiveVisual.\n");
}
- Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
- if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
+ Property::Value* scaleBottom = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS);
+ if(scaleBottom && !scaleBottom->Get(mScaleBottomRadius))
{
- DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for scale bottom radius in PrimitiveVisual.\n");
}
- Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
- if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
+ Property::Value* scaleHeight = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT);
+ if(scaleHeight && !scaleHeight->Get(mScaleHeight))
{
- DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for scale height in PrimitiveVisual.\n");
}
- Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
- if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
+ Property::Value* scaleRadius = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS);
+ if(scaleRadius && !scaleRadius->Get(mScaleRadius))
{
- DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for scale radius in PrimitiveVisual.\n");
}
- Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
- if( dimensions )
+ Property::Value* dimensions = propertyMap.Find(Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS);
+ if(dimensions)
{
- if( dimensions->Get( mScaleDimensions ) )
+ if(dimensions->Get(mScaleDimensions))
{
//If any dimension is invalid, set it to a sensible default.
- if( mScaleDimensions.x <= 0.0 )
+ if(mScaleDimensions.x <= 0.0)
{
mScaleDimensions.x = 1.0;
+ DALI_LOG_WARNING("Value for scale dimensions clamped. Must be greater than zero.\n");
}
- if( mScaleDimensions.y <= 0.0 )
+ if(mScaleDimensions.y <= 0.0)
{
mScaleDimensions.y = 1.0;
+ DALI_LOG_WARNING("Value for scale dimensions clamped. Must be greater than zero.\n");
}
- if( mScaleDimensions.z <= 0.0 )
+ if(mScaleDimensions.z <= 0.0)
{
mScaleDimensions.z = 1.0;
+ DALI_LOG_WARNING("Value for scale dimensions clamped. Must be greater than zero.\n");
}
}
else
{
- DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for scale dimensions in PrimitiveVisual.\n");
}
}
- Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
- if( bevel )
+ Property::Value* bevel = propertyMap.Find(Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE);
+ if(bevel)
{
- if( bevel->Get( mBevelPercentage ) )
+ if(bevel->Get(mBevelPercentage))
{
//Clamp value.
- if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
+ if(mBevelPercentage < MIN_BEVEL_PERCENTAGE)
{
mBevelPercentage = MIN_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING("Value for bevel percentage clamped.\n");
}
- else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
+ else if(mBevelPercentage > MAX_BEVEL_PERCENTAGE)
{
mBevelPercentage = MAX_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING("Value for bevel percentage clamped.\n");
}
}
else
{
- DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for bevel percentage in PrimitiveVisual.\n");
}
}
- Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
- if( smoothness )
+ Property::Value* smoothness = propertyMap.Find(Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS);
+ if(smoothness)
{
- if( smoothness->Get( mBevelSmoothness ) )
+ if(smoothness->Get(mBevelSmoothness))
{
//Clamp value.
- if( mBevelSmoothness < MIN_SMOOTHNESS )
+ if(mBevelSmoothness < MIN_SMOOTHNESS)
{
mBevelSmoothness = MIN_SMOOTHNESS;
+ DALI_LOG_WARNING("Value for bevel smoothness clamped.\n");
}
- else if( mBevelSmoothness > MAX_SMOOTHNESS )
+ else if(mBevelSmoothness > MAX_SMOOTHNESS)
{
mBevelSmoothness = MAX_SMOOTHNESS;
+ DALI_LOG_WARNING("Value for bevel smoothness clamped.\n");
}
}
else
{
- DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
+ DALI_LOG_ERROR("Invalid type for bevel smoothness in PrimitiveVisual.\n");
}
}
//Read in light position.
- Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
- if( lightPosition )
+ Property::Value* lightPosition = propertyMap.Find(Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME);
+ if(lightPosition)
{
- if( !lightPosition->Get( mLightPosition ) )
+ if(!lightPosition->Get(mLightPosition))
{
- DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
+ DALI_LOG_ERROR("Invalid value passed for light position in MeshVisual object.\n");
mLightPosition = Vector3::ZERO;
}
}
// at a reasonable distance to light everything on screen.
Stage stage = Stage::GetCurrent();
- mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
+ mLightPosition = Vector3(stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5);
}
}
-void PrimitiveVisual::SetSize( const Vector2& size )
+void PrimitiveVisual::GetNaturalSize(Vector2& naturalSize)
{
- Visual::Base::SetSize( size );
-
- // ToDo: renderer responds to the size change
-}
+ if(!mGeometry)
+ {
+ CreateGeometry();
+ }
-void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
-{
naturalSize.x = mObjectDimensions.x;
naturalSize.y = mObjectDimensions.y;
}
-void PrimitiveVisual::DoSetOnStage( Actor& actor )
+void PrimitiveVisual::DoSetOnScene(Actor& actor)
{
- InitializeRenderer();
+ actor.AddRenderer(mImpl->mRenderer);
+
+ // Primitive generated and ready to display
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
-void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
+void PrimitiveVisual::DoCreatePropertyMap(Property::Map& map) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
- map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
- map.Insert( Toolkit::PrimitiveVisual::Property::COLOR, mColor );
- map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
- map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
- map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
- map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
- map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
- map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
- map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
- map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
- map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
- map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE);
+ map.Insert(Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SLICES, mSlices);
+ map.Insert(Toolkit::PrimitiveVisual::Property::STACKS, mStacks);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius);
+ map.Insert(Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions);
+ map.Insert(Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage);
+ map.Insert(Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness);
+ map.Insert(Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition);
}
-void PrimitiveVisual::InitializeRenderer()
+void PrimitiveVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
- if( !mGeometry )
+ // Do nothing
+}
+
+void PrimitiveVisual::OnSetTransform()
+{
+ if(mImpl->mRenderer)
+ {
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ }
+}
+
+void PrimitiveVisual::OnInitialize()
+{
+ if(!mGeometry)
{
CreateGeometry();
}
- if( !mShader )
+ if(!mShader)
{
CreateShader();
}
- mImpl->mRenderer = Renderer::New( mGeometry, mShader );
- mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+ mImpl->mRenderer = VisualRenderer::New(mGeometry, mShader);
+ mImpl->mRenderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
+ mImpl->mRenderer.SetProperty(VisualRenderer::Property::VISUAL_MIX_COLOR, Vector3(mImpl->mMixColor));
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
void PrimitiveVisual::UpdateShaderUniforms()
{
- Stage stage = Stage::GetCurrent();
- float width = stage.GetSize().width;
+ Stage stage = Stage::GetCurrent();
+ float width = stage.GetSize().width;
float height = stage.GetSize().height;
//Flip model to account for DALi starting with (0, 0) at the top left.
Matrix scaleMatrix;
- scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
+ scaleMatrix.SetIdentityAndScale(Vector3(1.0, -1.0, 1.0));
- mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
- mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
- mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
- mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::COLOR, COLOR_UNIFORM_NAME, mColor );
- mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
+ mShader.RegisterProperty(STAGE_OFFSET_UNIFORM_NAME, Vector2(width, height) / 2.0f);
+ mShader.RegisterProperty(LIGHT_POSITION_UNIFORM_NAME, mLightPosition);
+ mShader.RegisterProperty(OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix);
+ mShader.RegisterProperty(OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions);
}
void PrimitiveVisual::CreateShader()
{
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mShader = Shader::New(SHADER_PRIMITIVE_VISUAL_SHADER_VERT, SHADER_PRIMITIVE_VISUAL_SHADER_FRAG);
UpdateShaderUniforms();
}
void PrimitiveVisual::CreateGeometry()
{
- Dali::Vector<Vertex> vertices;
+ Dali::Vector<Vertex> vertices;
Dali::Vector<unsigned short> indices;
- switch( mPrimitiveType )
+ switch(mPrimitiveType)
{
case Toolkit::PrimitiveVisual::Shape::SPHERE:
{
- CreateSphere( vertices, indices, mSlices, mStacks );
+ CreateSphere(vertices, indices, mSlices, mStacks);
break;
}
case Toolkit::PrimitiveVisual::Shape::CONE:
{
//Create a conic with zero top radius.
- CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
- break;
- }
- case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
- {
- CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
+ CreateConic(vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices);
break;
}
case Toolkit::PrimitiveVisual::Shape::CYLINDER:
{
//Create a conic with equal radii on the top and bottom.
- CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
+ CreateConic(vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices);
break;
}
case Toolkit::PrimitiveVisual::Shape::CUBE:
{
//Create a cube by creating a bevelled cube with minimum bevel.
- CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
+ CreateBevelledCube(vertices, indices, mScaleDimensions, 0.0, 0.0);
break;
}
case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
{
//Create an octahedron by creating a bevelled cube with maximum bevel.
- CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
+ CreateBevelledCube(vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness);
break;
}
case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
{
- CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
+ CreateBevelledCube(vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness);
+ break;
+ }
+ case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTUM:
+ {
+ CreateConic(vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices);
break;
}
}
//Vertices
Property::Map vertexFormat;
- vertexFormat[POSITION] = Property::VECTOR3;
- vertexFormat[NORMAL] = Property::VECTOR3;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
- surfaceVertices.SetData( &vertices[0], vertices.Size() );
+ vertexFormat[POSITION] = Property::VECTOR3;
+ vertexFormat[NORMAL] = Property::VECTOR3;
+ VertexBuffer surfaceVertices = VertexBuffer::New(vertexFormat);
+ surfaceVertices.SetData(&vertices[0], vertices.Size());
- mGeometry.AddVertexBuffer( surfaceVertices );
+ mGeometry.AddVertexBuffer(surfaceVertices);
//Indices for triangle formulation
- mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
+ mGeometry.SetIndexBuffer(&indices[0], indices.Size());
}
-void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
+void PrimitiveVisual::CreateSphere(Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks)
{
- ComputeSphereVertices( vertices, slices, stacks );
- FormSphereTriangles( indices, slices, stacks );
+ ComputeSphereVertices(vertices, slices, stacks);
+ FormSphereTriangles(indices, slices, stacks);
mObjectDimensions = Vector3::ONE;
}
-void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
- float scaleBottomRadius, float scaleHeight, int slices )
+void PrimitiveVisual::CreateConic(Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices)
{
- ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
- FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
+ ComputeConicVertices(vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices);
+ FormConicTriangles(indices, scaleTopRadius, scaleBottomRadius, slices);
//Determine object dimensions, and scale them to be between 0.0 and 1.0.
- float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
- float yDimension = scaleHeight;
- float largestDimension = std::max( xDimension, yDimension );
+ float xDimension = std::max(scaleTopRadius, scaleBottomRadius) * 2.0f;
+ float yDimension = scaleHeight;
+ float largestDimension = std::max(xDimension, yDimension);
- mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
- xDimension / largestDimension );
+ mObjectDimensions = Vector3(xDimension / largestDimension, yDimension / largestDimension, xDimension / largestDimension);
}
-void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
- Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
+void PrimitiveVisual::CreateBevelledCube(Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness)
{
- dimensions.Normalize();
+ float maxDimension = std::max(std::max(dimensions.x, dimensions.y), dimensions.z);
+ dimensions = dimensions / maxDimension;
- if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
+ if(bevelPercentage <= MIN_BEVEL_PERCENTAGE) //No bevel, form a cube.
{
- ComputeCubeVertices( vertices, dimensions );
- FormCubeTriangles( indices );
+ ComputeCubeVertices(vertices, dimensions);
+ FormCubeTriangles(indices);
}
- else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
+ else if(bevelPercentage >= MAX_BEVEL_PERCENTAGE) //Max bevel, form an octahedron.
{
- ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
- FormOctahedronTriangles( indices );
+ ComputeOctahedronVertices(vertices, dimensions, bevelSmoothness);
+ FormOctahedronTriangles(indices);
}
else //In between, form a bevelled cube.
{
- ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
- FormBevelledCubeTriangles( indices );
+ ComputeBevelledCubeVertices(vertices, dimensions, bevelPercentage, bevelSmoothness);
+ FormBevelledCubeTriangles(indices);
}
mObjectDimensions = dimensions;
}
-void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
- bool halfCircle )
+void PrimitiveVisual::ComputeCircleTables(Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle)
{
- if( divisions < 0 )
+ if(divisions < 0)
{
return;
}
- const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
+ const float angleDivision = (halfCircle ? 1.0f : 2.0f) * Dali::Math::PI / (float)divisions;
- sinTable.Resize( divisions );
- cosTable.Resize( divisions );
+ sinTable.Resize(divisions);
+ cosTable.Resize(divisions);
- for( int i = 0; i < divisions; i++ )
+ for(int i = 0; i < divisions; i++)
{
- sinTable[i] = sin( angleDivision * i );
- cosTable[i] = cos( angleDivision * i );
+ sinTable[i] = sin(angleDivision * i);
+ cosTable[i] = cos(angleDivision * i);
}
}
-void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
+void PrimitiveVisual::ComputeSphereVertices(Vector<Vertex>& vertices, int slices, int stacks)
{
//Tables for calculating slices angles and stacks angles, respectively.
Vector<float> sinTable1;
Vector<float> sinTable2;
Vector<float> cosTable2;
- ComputeCircleTables( sinTable1, cosTable1, slices, false );
- ComputeCircleTables( sinTable2, cosTable2, stacks, true );
+ ComputeCircleTables(sinTable1, cosTable1, slices, false);
+ ComputeCircleTables(sinTable2, cosTable2, stacks, true);
- int numVertices = slices * ( stacks - 1 ) + 2;
- vertices.Resize( numVertices );
+ int numVertices = slices * (stacks - 1) + 2;
+ vertices.Resize(numVertices);
- int vertexIndex = 0; //Track progress through vertices.
+ int vertexIndex = 0; //Track progress through vertices.
float x;
float y;
float z;
//Top stack.
- vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
- vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
+ vertices[vertexIndex].position = Vector3(0.0, 0.5, 0.0);
+ vertices[vertexIndex].normal = Vector3(0.0, 1.0, 0.0);
vertexIndex++;
//Middle stacks.
- for( int i = 1; i < stacks; i++ )
+ for(int i = 1; i < stacks; i++)
{
- for( int j = 0; j < slices; j++, vertexIndex++ )
+ for(int j = 0; j < slices; j++, vertexIndex++)
{
x = cosTable1[j] * sinTable2[i];
y = cosTable2[i];
z = sinTable1[j] * sinTable2[i];
- vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
- vertices[vertexIndex].normal = Vector3( x, y, z );
+ vertices[vertexIndex].position = Vector3(x / 2.0f, y / 2.0f, z / 2.0f);
+ vertices[vertexIndex].normal = Vector3(x, y, z);
}
}
//Bottom stack.
- vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
- vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
+ vertices[vertexIndex].position = Vector3(0.0, -0.5, 0.0);
+ vertices[vertexIndex].normal = Vector3(0.0, -1.0, 0.0);
}
-void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
+void PrimitiveVisual::FormSphereTriangles(Vector<unsigned short>& indices, int slices, int stacks)
{
- if( stacks <= 1 )
+ if(stacks <= 1)
{
//Set indices to placeholder "error" values.
//This will display nothing, which is the expected behaviour for this edge case.
- indices.Resize( 3 );
+ indices.Resize(3);
return;
}
- int numTriangles = 2 * slices * ( stacks - 1 );
+ int numTriangles = 2 * slices * (stacks - 1);
- indices.Resize( 3 * numTriangles );
+ indices.Resize(3 * numTriangles);
- int indiceIndex = 0; //Used to keep track of progress through indices.
- int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
- int currentCycleBeginning = 1 + slices;
+ int indiceIndex = 0; //Used to keep track of progress through indices.
+ int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
+ int currentCycleBeginning = 1 + slices;
//Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
- for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ for(int i = 1; i <= slices; i++, indiceIndex += 3)
{
indices[indiceIndex] = 0;
- if( i == slices )
+ if(i == slices)
{
//End, so loop around.
indices[indiceIndex + 1] = 1;
}
//Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
- for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
+ for(int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices)
{
- for( int j = 0; j < slices; j++, indiceIndex += 6 )
+ for(int j = 0; j < slices; j++, indiceIndex += 6)
{
- if( j == slices - 1 )
+ if(j == slices - 1)
{
//End, so loop around.
- indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex] = previousCycleBeginning + j;
indices[indiceIndex + 1] = previousCycleBeginning;
indices[indiceIndex + 2] = currentCycleBeginning + j;
indices[indiceIndex + 3] = currentCycleBeginning + j;
}
else
{
- indices[indiceIndex] = previousCycleBeginning + j;
+ indices[indiceIndex] = previousCycleBeginning + j;
indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
indices[indiceIndex + 2] = currentCycleBeginning + j;
indices[indiceIndex + 3] = currentCycleBeginning + j;
}
//Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
- for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ for(int i = 0; i < slices; i++, indiceIndex += 3)
{
- indices[indiceIndex] = previousCycleBeginning + slices;
+ indices[indiceIndex] = previousCycleBeginning + slices;
indices[indiceIndex + 1] = previousCycleBeginning + i;
- if( i == slices - 1 )
+ if(i == slices - 1)
{
//End, so loop around.
indices[indiceIndex + 2] = previousCycleBeginning;
}
}
-void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
- float scaleBottomRadius, float scaleHeight, int slices )
+void PrimitiveVisual::ComputeConicVertices(Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices)
{
- int vertexIndex = 0; //Track progress through vertices.
+ int vertexIndex = 0; //Track progress through vertices.
Vector<float> sinTable;
Vector<float> cosTable;
- ComputeCircleTables( sinTable, cosTable, slices, false );
+ ComputeCircleTables(sinTable, cosTable, slices, false);
- int numVertices = 2; //Always will have one at the top and one at the bottom.
+ int numVertices = 2; //Always will have one at the top and one at the bottom.
//Add vertices for each circle. Need two per point for different face normals.
- if( scaleTopRadius > 0.0 )
+ if(scaleTopRadius > 0.0)
{
numVertices += 2 * slices;
}
- if( scaleBottomRadius > 0.0 )
+ if(scaleBottomRadius > 0.0)
{
numVertices += 2 * slices;
}
- vertices.Resize( numVertices );
-
+ vertices.Resize(numVertices);
//Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
- float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
- scaleTopRadius = scaleTopRadius / biggestObjectDimension;
- scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
+ float biggestObjectDimension = std::max(std::max(scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f), scaleHeight);
+ scaleTopRadius = scaleTopRadius / biggestObjectDimension;
+ scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
//Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
float x;
float z;
//Top center.
- vertices[0].position = Vector3( 0, y, 0 );
- vertices[0].normal = Vector3( 0, 1, 0 );
+ vertices[0].position = Vector3(0, y, 0);
+ vertices[0].normal = Vector3(0, 1, 0);
vertexIndex++;
//Top circle.
- if( scaleTopRadius > 0.0 )
+ if(scaleTopRadius > 0.0)
{
//Loop around the circle.
- for( int i = 0; i < slices; i++, vertexIndex++ )
+ for(int i = 0; i < slices; i++, vertexIndex++)
{
x = sinTable[i] * scaleTopRadius;
z = cosTable[i] * scaleTopRadius;
//Upward-facing normal.
- vertices[vertexIndex].position = Vector3( x, y, z );
- vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
+ vertices[vertexIndex].position = Vector3(x, y, z);
+ vertices[vertexIndex].normal = Vector3(0, 1, 0);
//Outward-facing normal.
- vertices[vertexIndex + slices].position = Vector3( x, y, z );
- vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
+ vertices[vertexIndex + slices].position = Vector3(x, y, z);
+ vertices[vertexIndex + slices].normal = Vector3(x, 0, z);
}
vertexIndex += slices;
}
//Bottom circle.
- if( scaleBottomRadius > 0.0 )
+ if(scaleBottomRadius > 0.0)
{
//Loop around the circle.
- for( int i = 0; i < slices; i++, vertexIndex++ )
+ for(int i = 0; i < slices; i++, vertexIndex++)
{
x = sinTable[i] * scaleBottomRadius;
z = cosTable[i] * scaleBottomRadius;
//Outward-facing normal.
- vertices[vertexIndex].position = Vector3( x, -y, z );
- vertices[vertexIndex].normal = Vector3( x, 0, z );
+ vertices[vertexIndex].position = Vector3(x, -y, z);
+ vertices[vertexIndex].normal = Vector3(x, 0, z);
//Downward-facing normal.
- vertices[vertexIndex + slices].position = Vector3( x, -y, z );
- vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
+ vertices[vertexIndex + slices].position = Vector3(x, -y, z);
+ vertices[vertexIndex + slices].normal = Vector3(0, -1, 0);
}
vertexIndex += slices;
}
//Bottom center.
- vertices[vertexIndex].position = Vector3( 0, -y, 0 );
- vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
+ vertices[vertexIndex].position = Vector3(0, -y, 0);
+ vertices[vertexIndex].normal = Vector3(0, -1, 0);
vertexIndex++;
}
-void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
- float scaleBottomRadius, int slices )
+void PrimitiveVisual::FormConicTriangles(Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, int slices)
{
- int indiceIndex = 0; //Track progress through indices.
+ int indiceIndex = 0; //Track progress through indices.
int numTriangles = 0;
- bool coneTop = scaleTopRadius <= 0.0;
- bool coneBottom = scaleBottomRadius <= 0.0;
+ bool coneTop = scaleTopRadius <= 0.0;
+ bool coneBottom = scaleBottomRadius <= 0.0;
- if( coneTop && coneBottom )
+ if(coneTop && coneBottom)
{
//Set indices to placeholder "error" values.
//This will display nothing, which is the expected behaviour for this edge case.
- indices.Resize( 3 );
+ indices.Resize(3);
return;
}
- if( !coneTop )
+ if(!coneTop)
{
numTriangles += 2 * slices;
}
- if( !coneBottom )
+ if(!coneBottom)
{
numTriangles += 2 * slices;
}
- indices.Resize( 3 * numTriangles );
+ indices.Resize(3 * numTriangles);
//Switch on the type of conic we have.
- if( !coneTop && !coneBottom )
+ if(!coneTop && !coneBottom)
{
//Top circle. Start at index of first outer point and go around.
- for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ for(int i = 1; i <= slices; i++, indiceIndex += 3)
{
- indices[indiceIndex] = 0;
+ indices[indiceIndex] = 0;
indices[indiceIndex + 1] = i;
- if( i == slices )
+ if(i == slices)
{
//End, so loop around.
indices[indiceIndex + 2] = 1;
}
}
- int topCycleBeginning = slices + 1;
+ int topCycleBeginning = slices + 1;
int bottomCycleBeginning = topCycleBeginning + slices;
//Vertical edges.
- for( int i = 0; i < slices; i++, indiceIndex += 6 )
+ for(int i = 0; i < slices; i++, indiceIndex += 6)
{
- if( i == slices - 1 )
+ if(i == slices - 1)
{
//End, so loop around.
- indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex] = topCycleBeginning + i;
indices[indiceIndex + 1] = bottomCycleBeginning + i;
indices[indiceIndex + 2] = topCycleBeginning;
indices[indiceIndex + 3] = bottomCycleBeginning + i;
}
else
{
- indices[indiceIndex] = topCycleBeginning + i;
+ indices[indiceIndex] = topCycleBeginning + i;
indices[indiceIndex + 1] = bottomCycleBeginning + i;
indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
indices[indiceIndex + 3] = bottomCycleBeginning + i;
int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
//Bottom circle.
- for( int i = 0; i < slices; i++, indiceIndex += 3 )
+ for(int i = 0; i < slices; i++, indiceIndex += 3)
{
indices[indiceIndex] = bottomFaceCycleBeginning;
- if( i == slices - 1 )
+ if(i == slices - 1)
{
//End, so loop around.
indices[indiceIndex + 1] = bottomFaceCycleBeginning;
indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
}
}
- else if( !coneTop || !coneBottom )
+ else if(!coneTop || !coneBottom)
{
//Top circle/edges. Start at index of first outer point and go around.
- for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ for(int i = 1; i <= slices; i++, indiceIndex += 3)
{
- indices[indiceIndex] = 0;
+ indices[indiceIndex] = 0;
indices[indiceIndex + 1] = i;
- if( i == slices )
+ if(i == slices)
{
//End, so loop around.
indices[indiceIndex + 2] = 1;
}
//Bottom circle/edges. Start at index of first outer point and go around.
- for( int i = 1; i <= slices; i++, indiceIndex += 3 )
+ for(int i = 1; i <= slices; i++, indiceIndex += 3)
{
indices[indiceIndex] = 2 * slices + 1;
- if( i == slices )
+ if(i == slices)
{
//End, so loop around.
indices[indiceIndex + 1] = slices + 1;
}
}
-void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
+void PrimitiveVisual::ComputeCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions)
{
- int numVertices = 4 * 6; //Four per face.
- int vertexIndex = 0; //Tracks progress through vertices.
- float scaledX = 0.5 * dimensions.x;
- float scaledY = 0.5 * dimensions.y;
- float scaledZ = 0.5 * dimensions.z;
+ int numVertices = 4 * 6; //Four per face.
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
- vertices.Resize( numVertices );
+ vertices.Resize(numVertices);
Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
positions.Resize(8);
Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
normals.Resize(6);
- positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
- positions[1] = Vector3( scaledX, scaledY, -scaledZ );
- positions[2] = Vector3( scaledX, scaledY, scaledZ );
- positions[3] = Vector3( -scaledX, scaledY, scaledZ );
- positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
- positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
- positions[6] = Vector3( scaledX, -scaledY, scaledZ );
- positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
-
- normals[0] = Vector3( 0, 1, 0 );
- normals[1] = Vector3( 0, 0, -1 );
- normals[2] = Vector3( 1, 0, 0 );
- normals[3] = Vector3( 0, 0, 1 );
- normals[4] = Vector3( -1, 0, 0 );
- normals[5] = Vector3( 0, -1, 0 );
+ positions[0] = Vector3(-scaledX, scaledY, -scaledZ);
+ positions[1] = Vector3(scaledX, scaledY, -scaledZ);
+ positions[2] = Vector3(scaledX, scaledY, scaledZ);
+ positions[3] = Vector3(-scaledX, scaledY, scaledZ);
+ positions[4] = Vector3(-scaledX, -scaledY, -scaledZ);
+ positions[5] = Vector3(scaledX, -scaledY, -scaledZ);
+ positions[6] = Vector3(scaledX, -scaledY, scaledZ);
+ positions[7] = Vector3(-scaledX, -scaledY, scaledZ);
+
+ normals[0] = Vector3(0, 1, 0);
+ normals[1] = Vector3(0, 0, -1);
+ normals[2] = Vector3(1, 0, 0);
+ normals[3] = Vector3(0, 0, 1);
+ normals[4] = Vector3(-1, 0, 0);
+ normals[5] = Vector3(0, -1, 0);
//Top face, upward normals.
- for( int i = 0; i < 4; i++, vertexIndex++ )
+ for(int i = 0; i < 4; i++, vertexIndex++)
{
vertices[vertexIndex].position = positions[i];
- vertices[vertexIndex].normal = normals[0];
+ vertices[vertexIndex].normal = normals[0];
}
//Top face, outward normals.
- for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ for(int i = 0; i < 4; i++, vertexIndex += 2)
{
vertices[vertexIndex].position = positions[i];
- vertices[vertexIndex].normal = normals[i + 1];
+ vertices[vertexIndex].normal = normals[i + 1];
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
vertices[vertexIndex + 1].position = positions[0];
}
//Bottom face, outward normals.
- for( int i = 0; i < 4; i++, vertexIndex += 2 )
+ for(int i = 0; i < 4; i++, vertexIndex += 2)
{
vertices[vertexIndex].position = positions[i + 4];
- vertices[vertexIndex].normal = normals[i + 1];
+ vertices[vertexIndex].normal = normals[i + 1];
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
vertices[vertexIndex + 1].position = positions[4];
}
//Bottom face, downward normals.
- for( int i = 0; i < 4; i++, vertexIndex++ )
+ for(int i = 0; i < 4; i++, vertexIndex++)
{
vertices[vertexIndex].position = positions[i + 4];
- vertices[vertexIndex].normal = normals[5];
+ vertices[vertexIndex].normal = normals[5];
}
-
}
-void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
+void PrimitiveVisual::FormCubeTriangles(Vector<unsigned short>& indices)
{
- int numTriangles = 12;
- int triangleIndex = 0; //Track progress through indices.
+ int numTriangles = 12;
+ int triangleIndex = 0; //Track progress through indices.
- indices.Resize( 3 * numTriangles );
+ indices.Resize(3 * numTriangles);
//Top face.
- indices[triangleIndex] = 0;
+ indices[triangleIndex] = 0;
indices[triangleIndex + 1] = 2;
indices[triangleIndex + 2] = 1;
indices[triangleIndex + 3] = 2;
indices[triangleIndex + 5] = 3;
triangleIndex += 6;
- int topFaceStart = 4;
+ int topFaceStart = 4;
int bottomFaceStart = 12;
//Side faces.
- for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
+ for(int i = 0; i < 8; i += 2, triangleIndex += 6)
{
- indices[triangleIndex ] = i + topFaceStart;
+ indices[triangleIndex] = i + topFaceStart;
indices[triangleIndex + 1] = i + topFaceStart + 1;
indices[triangleIndex + 2] = i + bottomFaceStart + 1;
indices[triangleIndex + 3] = i + topFaceStart;
}
//Bottom face.
- indices[triangleIndex] = 20;
+ indices[triangleIndex] = 20;
indices[triangleIndex + 1] = 21;
indices[triangleIndex + 2] = 22;
indices[triangleIndex + 3] = 22;
indices[triangleIndex + 5] = 20;
}
-void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
+void PrimitiveVisual::ComputeOctahedronVertices(Vector<Vertex>& vertices, Vector3 dimensions, float smoothness)
{
- int numVertices = 3 * 8; //Three per face
- int vertexIndex = 0; //Tracks progress through vertices.
- float scaledX = 0.5 * dimensions.x;
- float scaledY = 0.5 * dimensions.y;
- float scaledZ = 0.5 * dimensions.z;
+ int numVertices = 3 * 8; //Three per face
+ int vertexIndex = 0; //Tracks progress through vertices.
+ float scaledX = 0.5 * dimensions.x;
+ float scaledY = 0.5 * dimensions.y;
+ float scaledZ = 0.5 * dimensions.z;
- vertices.Resize( numVertices );
+ vertices.Resize(numVertices);
Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
positions.Resize(6);
Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
normals.Resize(8);
- Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
- outerNormals.Resize( 6 );
-
- positions[0] = Vector3( 0.0, scaledY, 0.0 );
- positions[1] = Vector3( -scaledX, 0.0, 0.0 );
- positions[2] = Vector3( 0.0, 0.0, -scaledZ );
- positions[3] = Vector3( scaledX, 0.0, 0.0 );
- positions[4] = Vector3( 0.0, 0.0, scaledZ );
- positions[5] = Vector3( 0.0, -scaledY, 0.0 );
-
- normals[0] = Vector3( -1, 1, -1 );
- normals[1] = Vector3( 1, 1, -1 );
- normals[2] = Vector3( 1, 1, 1 );
- normals[3] = Vector3( -1, 1, 1 );
- normals[4] = Vector3( -1, -1, -1 );
- normals[5] = Vector3( 1, -1, -1 );
- normals[6] = Vector3( 1, -1, 1 );
- normals[7] = Vector3( -1, -1, 1 );
-
- outerNormals[0] = Vector3( 0, 1, 0 );
- outerNormals[1] = Vector3( -1, 0, 0 );
- outerNormals[2] = Vector3( 0, 0, -1 );
- outerNormals[3] = Vector3( 1, 0, 0 );
- outerNormals[4] = Vector3( 0, 0, 1 );
- outerNormals[5] = Vector3( 0, -1, 0 );
+ Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
+ outerNormals.Resize(6);
+
+ positions[0] = Vector3(0.0, scaledY, 0.0);
+ positions[1] = Vector3(-scaledX, 0.0, 0.0);
+ positions[2] = Vector3(0.0, 0.0, -scaledZ);
+ positions[3] = Vector3(scaledX, 0.0, 0.0);
+ positions[4] = Vector3(0.0, 0.0, scaledZ);
+ positions[5] = Vector3(0.0, -scaledY, 0.0);
+
+ normals[0] = Vector3(-1, 1, -1);
+ normals[1] = Vector3(1, 1, -1);
+ normals[2] = Vector3(1, 1, 1);
+ normals[3] = Vector3(-1, 1, 1);
+ normals[4] = Vector3(-1, -1, -1);
+ normals[5] = Vector3(1, -1, -1);
+ normals[6] = Vector3(1, -1, 1);
+ normals[7] = Vector3(-1, -1, 1);
+
+ outerNormals[0] = Vector3(0, 1, 0);
+ outerNormals[1] = Vector3(-1, 0, 0);
+ outerNormals[2] = Vector3(0, 0, -1);
+ outerNormals[3] = Vector3(1, 0, 0);
+ outerNormals[4] = Vector3(0, 0, 1);
+ outerNormals[5] = Vector3(0, -1, 0);
//Loop through top faces.
- for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ for(int i = 0; i < 4; i++, vertexIndex += 3)
{
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
- vertices[vertexIndex ].position = positions[0];
- vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex].position = positions[0];
+ vertices[vertexIndex].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
vertices[vertexIndex + 1].position = positions[1];
- vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
vertices[vertexIndex + 2].position = positions[i + 1];
- vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
}
else
{
- vertices[vertexIndex ].position = positions[0];
- vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex].position = positions[0];
+ vertices[vertexIndex].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
vertices[vertexIndex + 1].position = positions[i + 2];
- vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
vertices[vertexIndex + 2].position = positions[i + 1];
- vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
}
}
//Loop through bottom faces.
- for( int i = 0; i < 4; i++, vertexIndex += 3 )
+ for(int i = 0; i < 4; i++, vertexIndex += 3)
{
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
- vertices[vertexIndex ].position = positions[5];
- vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex].position = positions[5];
+ vertices[vertexIndex].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
vertices[vertexIndex + 1].position = positions[i + 1];
- vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
vertices[vertexIndex + 2].position = positions[1];
- vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
}
else
{
- vertices[vertexIndex ].position = positions[5];
- vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex].position = positions[5];
+ vertices[vertexIndex].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
vertices[vertexIndex + 1].position = positions[i + 1];
- vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
vertices[vertexIndex + 2].position = positions[i + 2];
- vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
}
}
}
-void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
+void PrimitiveVisual::FormOctahedronTriangles(Vector<unsigned short>& indices)
{
int numTriangles = 8;
- int numIndices = numTriangles * 3;
+ int numIndices = numTriangles * 3;
- indices.Resize( numIndices );
+ indices.Resize(numIndices);
- for( unsigned short i = 0; i < numIndices; i++ )
+ for(unsigned short i = 0; i < numIndices; i++)
{
indices[i] = i;
}
}
-void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
- float bevelPercentage, float bevelSmoothness )
+void PrimitiveVisual::ComputeBevelledCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness)
{
- int numPositions = 24;
- int numFaces = 26;
+ int numPositions = 24;
+ int numFaces = 26;
int numOuterFaces = 6;
- int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
- int vertexIndex = 0; //Track progress through vertices.
- int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
+ int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
+ int vertexIndex = 0; //Track progress through vertices.
+ int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
- float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
- float bevelScale = 1.0 - bevelPercentage;
- float bevelAmount = 0.5 * bevelScale * minDimension;
+ float minDimension = std::min(std::min(dimensions.x, dimensions.y), dimensions.z);
+ float bevelAmount = 0.5 * std::min(bevelPercentage, minDimension); //Cap bevel amount if necessary.
+ //Distances from centre to outer edge points.
float outerX = 0.5 * dimensions.x;
float outerY = 0.5 * dimensions.y;
float outerZ = 0.5 * dimensions.z;
- float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
- float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
- float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
+ //Distances from centre to bevelled points.
+ float bevelX = outerX - bevelAmount;
+ float bevelY = outerY - bevelAmount;
+ float bevelZ = outerZ - bevelAmount;
- Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
- positions.Resize( numPositions );
- Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
- normals.Resize( numFaces );
- Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
- outerNormals.Resize( numOuterFaces );
- vertices.Resize( numVertices );
+ Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
+ positions.Resize(numPositions);
+ Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
+ normals.Resize(numFaces);
+ Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
+ outerNormals.Resize(numOuterFaces);
+ vertices.Resize(numVertices);
//Topmost face positions.
- positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
- positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
- positions[2 ] = Vector3( bevelX, outerY, bevelZ );
- positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
+ positions[0] = Vector3(-bevelX, outerY, -bevelZ);
+ positions[1] = Vector3(bevelX, outerY, -bevelZ);
+ positions[2] = Vector3(bevelX, outerY, bevelZ);
+ positions[3] = Vector3(-bevelX, outerY, bevelZ);
//Second layer positions.
- positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
- positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
- positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
- positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
- positions[8 ] = Vector3( outerX, bevelY, bevelZ );
- positions[9 ] = Vector3( bevelX, bevelY, outerZ );
- positions[10] = Vector3( -bevelX, bevelY, outerZ );
- positions[11] = Vector3( -outerX, bevelY, bevelZ );
+ positions[4] = Vector3(-outerX, bevelY, -bevelZ);
+ positions[5] = Vector3(-bevelX, bevelY, -outerZ);
+ positions[6] = Vector3(bevelX, bevelY, -outerZ);
+ positions[7] = Vector3(outerX, bevelY, -bevelZ);
+ positions[8] = Vector3(outerX, bevelY, bevelZ);
+ positions[9] = Vector3(bevelX, bevelY, outerZ);
+ positions[10] = Vector3(-bevelX, bevelY, outerZ);
+ positions[11] = Vector3(-outerX, bevelY, bevelZ);
//Third layer positions.
- positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
- positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
- positions[14] = Vector3( bevelX, -bevelY, -outerZ );
- positions[15] = Vector3( outerX, -bevelY, -bevelZ );
- positions[16] = Vector3( outerX, -bevelY, bevelZ );
- positions[17] = Vector3( bevelX, -bevelY, outerZ );
- positions[18] = Vector3( -bevelX, -bevelY, outerZ );
- positions[19] = Vector3( -outerX, -bevelY, bevelZ );
+ positions[12] = Vector3(-outerX, -bevelY, -bevelZ);
+ positions[13] = Vector3(-bevelX, -bevelY, -outerZ);
+ positions[14] = Vector3(bevelX, -bevelY, -outerZ);
+ positions[15] = Vector3(outerX, -bevelY, -bevelZ);
+ positions[16] = Vector3(outerX, -bevelY, bevelZ);
+ positions[17] = Vector3(bevelX, -bevelY, outerZ);
+ positions[18] = Vector3(-bevelX, -bevelY, outerZ);
+ positions[19] = Vector3(-outerX, -bevelY, bevelZ);
//Bottom-most face positions.
- positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
- positions[21] = Vector3( bevelX, -outerY, -bevelZ );
- positions[22] = Vector3( bevelX, -outerY, bevelZ );
- positions[23] = Vector3( -bevelX, -outerY, bevelZ );
+ positions[20] = Vector3(-bevelX, -outerY, -bevelZ);
+ positions[21] = Vector3(bevelX, -outerY, -bevelZ);
+ positions[22] = Vector3(bevelX, -outerY, bevelZ);
+ positions[23] = Vector3(-bevelX, -outerY, bevelZ);
//Top face normal.
- normals[0 ] = Vector3( 0, 1, 0 );
+ normals[0] = Vector3(0, 1, 0);
//Top slope normals.
- normals[1 ] = Vector3( -1, 1, -1 );
- normals[2 ] = Vector3( 0, 1, -1 );
- normals[3 ] = Vector3( 1, 1, -1 );
- normals[4 ] = Vector3( 1, 1, 0 );
- normals[5 ] = Vector3( 1, 1, 1 );
- normals[6 ] = Vector3( 0, 1, 1 );
- normals[7 ] = Vector3( -1, 1, 1 );
- normals[8 ] = Vector3( -1, 1, 0 );
+ normals[1] = Vector3(-1, 1, -1);
+ normals[2] = Vector3(0, 1, -1);
+ normals[3] = Vector3(1, 1, -1);
+ normals[4] = Vector3(1, 1, 0);
+ normals[5] = Vector3(1, 1, 1);
+ normals[6] = Vector3(0, 1, 1);
+ normals[7] = Vector3(-1, 1, 1);
+ normals[8] = Vector3(-1, 1, 0);
//Side normals.
- normals[9 ] = Vector3( -1, 0, -1 );
- normals[10] = Vector3( 0, 0, -1 );
- normals[11] = Vector3( 1, 0, -1 );
- normals[12] = Vector3( 1, 0, 0 );
- normals[13] = Vector3( 1, 0, 1 );
- normals[14] = Vector3( 0, 0, 1 );
- normals[15] = Vector3( -1, 0, 1 );
- normals[16] = Vector3( -1, 0, 0 );
+ normals[9] = Vector3(-1, 0, -1);
+ normals[10] = Vector3(0, 0, -1);
+ normals[11] = Vector3(1, 0, -1);
+ normals[12] = Vector3(1, 0, 0);
+ normals[13] = Vector3(1, 0, 1);
+ normals[14] = Vector3(0, 0, 1);
+ normals[15] = Vector3(-1, 0, 1);
+ normals[16] = Vector3(-1, 0, 0);
//Bottom slope normals.
- normals[17] = Vector3( -1, -1, -1 );
- normals[18] = Vector3( 0, -1, -1 );
- normals[19] = Vector3( 1, -1, -1 );
- normals[20] = Vector3( 1, -1, 0 );
- normals[21] = Vector3( 1, -1, 1 );
- normals[22] = Vector3( 0, -1, 1 );
- normals[23] = Vector3( -1, -1, 1 );
- normals[24] = Vector3( -1, -1, 0 );
+ normals[17] = Vector3(-1, -1, -1);
+ normals[18] = Vector3(0, -1, -1);
+ normals[19] = Vector3(1, -1, -1);
+ normals[20] = Vector3(1, -1, 0);
+ normals[21] = Vector3(1, -1, 1);
+ normals[22] = Vector3(0, -1, 1);
+ normals[23] = Vector3(-1, -1, 1);
+ normals[24] = Vector3(-1, -1, 0);
//Bottom face normal.
- normals[25] = Vector3( 0, -1, 0 );
+ normals[25] = Vector3(0, -1, 0);
//Top, back, right, front, left and bottom faces, respectively.
- outerNormals[0] = Vector3( 0, 1, 0 );
- outerNormals[1] = Vector3( 0, 0, -1 );
- outerNormals[2] = Vector3( 1, 0, 0 );
- outerNormals[3] = Vector3( 0, 0, 1 );
- outerNormals[4] = Vector3( -1, 0, 0 );
- outerNormals[5] = Vector3( 0, -1, 0 );
+ outerNormals[0] = Vector3(0, 1, 0);
+ outerNormals[1] = Vector3(0, 0, -1);
+ outerNormals[2] = Vector3(1, 0, 0);
+ outerNormals[3] = Vector3(0, 0, 1);
+ outerNormals[4] = Vector3(-1, 0, 0);
+ outerNormals[5] = Vector3(0, -1, 0);
//Topmost face vertices.
- for( int i = 0; i < 4; i++, vertexIndex++ )
+ for(int i = 0; i < 4; i++, vertexIndex++)
{
vertices[vertexIndex].position = positions[i];
- vertices[vertexIndex].normal = normals[normalIndex];
+ vertices[vertexIndex].normal = normals[normalIndex];
}
normalIndex++;
//Top slope vertices.
- for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ for(int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2)
{
//Triangle part
- vertices[vertexIndex ].position = positions[i];
- vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex].position = positions[i];
+ vertices[vertexIndex].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 1].position = positions[2 * i + 4];
- vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[(i == 0) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 2].position = positions[2 * i + 5];
- vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
//Rectangle part
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
vertices[vertexIndex + 3].position = positions[i];
- vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 4].position = positions[0];
- vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 5].position = positions[2 * i + 5];
- vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 6].position = positions[4];
- vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
}
else
{
vertices[vertexIndex + 3].position = positions[i];
- vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 4].position = positions[i + 1];
- vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 5].position = positions[2 * i + 5];
- vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 6].position = positions[2 * i + 6];
- vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
}
}
int secondCycleBeginning = 4;
- int thirdCycleBeginning = secondCycleBeginning + 8;
+ int thirdCycleBeginning = secondCycleBeginning + 8;
int bottomCycleBeginning = thirdCycleBeginning + 8;
//Side vertices.
- for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
+ for(int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++)
{
- if( i == 7 )
+ if(i == 7)
{
//End, so loop around.
- vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
- vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex].normal = normals[normalIndex];
vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
- vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
- vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
- vertices[vertexIndex + 3].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
}
- else if( (i % 2) == 0 )
+ else if((i % 2) == 0)
{
//'even' faces are corner ones, and need smoothing.
- vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
- vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex].normal = outerNormals[(i == 0) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
- vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
- vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[(i == 0) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
- vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
}
else
{
//'odd' faces are outer ones, and so don't need smoothing.
- vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
- vertices[vertexIndex ].normal = normals[normalIndex];
+ vertices[vertexIndex].position = positions[secondCycleBeginning + i];
+ vertices[vertexIndex].normal = normals[normalIndex];
vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
- vertices[vertexIndex + 1].normal = normals[normalIndex];
+ vertices[vertexIndex + 1].normal = normals[normalIndex];
vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
- vertices[vertexIndex + 2].normal = normals[normalIndex];
+ vertices[vertexIndex + 2].normal = normals[normalIndex];
vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
- vertices[vertexIndex + 3].normal = normals[normalIndex];
+ vertices[vertexIndex + 3].normal = normals[normalIndex];
}
}
//Bottom slope vertices.
- for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
+ for(int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2)
{
//Triangle part
- vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
- vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex].position = positions[thirdCycleBeginning + 2 * i];
+ vertices[vertexIndex].normal = outerNormals[(i == 0) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
- vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
- vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
//Rectangle part
- if( i == 3 )
+ if(i == 3)
{
//End, so loop around.
vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
- vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
- vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
- vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
- vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
}
else
{
vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
- vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
- vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
- vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
- vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
+ vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
}
}
//Bottom-most face vertices.
- for( int i = 0; i < 4; i++, vertexIndex++ )
+ for(int i = 0; i < 4; i++, vertexIndex++)
{
- vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
- vertices[vertexIndex].normal = normals[normalIndex];
+ vertices[vertexIndex].position = positions[bottomCycleBeginning + i];
+ vertices[vertexIndex].normal = normals[normalIndex];
}
normalIndex++;
}
-void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
+void PrimitiveVisual::FormBevelledCubeTriangles(Vector<unsigned short>& indices)
{
int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
- int indiceIndex = 0; //Track progress through indices.
- int vertexIndex = 0; //Track progress through vertices as they're processed.
+ int indiceIndex = 0; //Track progress through indices.
+ int vertexIndex = 0; //Track progress through vertices as they're processed.
- indices.Resize( 3 * numTriangles );
+ indices.Resize(3 * numTriangles);
//Top face.
- indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex] = vertexIndex;
indices[indiceIndex + 1] = vertexIndex + 2;
indices[indiceIndex + 2] = vertexIndex + 1;
indices[indiceIndex + 3] = vertexIndex + 0;
vertexIndex += 4;
//Top slopes.
- for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ for(int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7)
{
//Triangle part.
- indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex] = vertexIndex;
indices[indiceIndex + 1] = vertexIndex + 2;
indices[indiceIndex + 2] = vertexIndex + 1;
}
//Side faces.
- for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
+ for(int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4)
{
- indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex] = vertexIndex;
indices[indiceIndex + 1] = vertexIndex + 1;
indices[indiceIndex + 2] = vertexIndex + 2;
indices[indiceIndex + 3] = vertexIndex + 1;
}
//Bottom slopes.
- for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
+ for(int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7)
{
//Triangle part.
- indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex] = vertexIndex;
indices[indiceIndex + 1] = vertexIndex + 1;
indices[indiceIndex + 2] = vertexIndex + 2;
}
//Bottom face.
- indices[indiceIndex ] = vertexIndex;
+ indices[indiceIndex] = vertexIndex;
indices[indiceIndex + 1] = vertexIndex + 1;
indices[indiceIndex + 2] = vertexIndex + 2;
indices[indiceIndex + 3] = vertexIndex + 0;