#define DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+// EXTERNAL INCLUDES
+#include <dali/public-api/common/intrusive-ptr.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/primitive-visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/public-api/visuals/primitive-visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
+class PrimitiveVisual;
+typedef IntrusivePtr<PrimitiveVisual> PrimitiveVisualPtr;
/**
* The visual which renders a simple 3D shape to the control's quad
* | %Property Name | Type | Shapes Affected |
* |-------------------|-------------|------------------------------------------|
* | shapeColor | VECTOR4 | all |
- * | slices | INTEGER | sphere, cone, conical frustrum, cylinder |
+ * | slices | INTEGER | sphere, cone, conical frustum, cylinder |
* | stacks | INTEGER | sphere |
- * | scaleTopRadius | FLOAT | conical frustrum |
- * | scaleBottomRadius | FLOAT | cone, conical frustrum |
- * | scaleHeight | FLOAT | cone, conical frustrum, cylinder |
+ * | scaleTopRadius | FLOAT | conical frustum |
+ * | scaleBottomRadius | FLOAT | cone, conical frustum |
+ * | scaleHeight | FLOAT | cone, conical frustum, cylinder |
* | scaleRadius | FLOAT | cylinder |
* | scaleDimensions | VECTOR3 | cube, octahedron, bevelled cube |
* | bevelPercentage | FLOAT | bevelled cube |
* |-----------------|-------------|-----------------------------------------|
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
-class PrimitiveVisual: public Visual::Base
+class PrimitiveVisual : public Visual::Base
{
public:
-
/**
- * @brief Constructor.
+ * @brief Create a new primitive visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] properties A Property::Map containing settings for this visual
+ * @return A smart-pointer to the newly allocated visual.
*/
- PrimitiveVisual( VisualFactoryCache& factoryCache );
+ static PrimitiveVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
+public: // from Visual
/**
- * @brief A reference counted object may only be deleted by calling Unreference().
+ * @copydoc Visual::Base::GetNaturalSize
*/
- virtual ~PrimitiveVisual();
+ void GetNaturalSize(Vector2& naturalSize) override;
-public: // from Visual
+ /**
+ * @copydoc Visual::Base::CreatePropertyMap
+ */
+ void DoCreatePropertyMap(Property::Map& map) const override;
/**
- * @copydoc Visual::Base::SetSize
+ * @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual void SetSize( const Vector2& size );
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
+protected:
/**
- * @copydoc Visual::Base::GetNaturalSize
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- virtual void GetNaturalSize( Vector2& naturalSize ) const;
+ PrimitiveVisual(VisualFactoryCache& factoryCache);
/**
- * @copydoc Visual::Base::CreatePropertyMap
+ * @brief A reference counted object may only be deleted by calling Unreference().
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ virtual ~PrimitiveVisual();
-protected:
+ /**
+ * @copydoc Visual::Base::OnInitialize
+ */
+ void OnInitialize() override;
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetOnScene(Actor& actor) override;
-private:
+ /**
+ * @copydoc Visual::Base::OnSetTransform
+ */
+ void OnSetTransform() override;
+private:
//Simple struct to store the position and normal of a single vertex.
struct Vertex
{
Vertex()
- {}
+ {
+ }
- Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
- : position( position ), normal( normal )
- {}
+ Vertex(const Vector3& position, const Vector3& normal, const Vector2& textureCoord)
+ : position(position),
+ normal(normal)
+ {
+ }
Vector3 position;
Vector3 normal;
* @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
* @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
*/
- void CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks );
+ void CreateSphere(Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks);
/**
* @brief Compute the vertices and the triangles for a conic shape.
* @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
* @param[in] slices The number of slices as you go around the conic shape. Affects the smoothness of the surface.
*/
- void CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
- float scaleBottomRadius, float scaleHeight, int slices );
+ void CreateConic(Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices);
/**
* @brief Compute the vertices and the triangles for a bevelled cube.
* @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
* @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
*/
- void CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions,
- float bevelPercentage, float bevelSmoothness );
+ void CreateBevelledCube(Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness);
/**
* @brief Computes look-up tables for sin and cos, over angle divisions of (2 * Pi) / divisions
* @param[in] divisions Determines the angle coverage of the table. E.g divisions of '4' will have the sin values 0 = sin(0), 1 = sin(Pi/2), 2 = sin(Pi), 3 = sin(3Pi/2)
* @Param[in] halfCircle If true, go from 0 to Pi instead of 0 to 2Pi.
*/
- void ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle );
+ void ComputeCircleTables(Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle);
/**
* @brief Compute the vertices for a sphere.
* @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
* @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
*/
- void ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks );
+ void ComputeSphereVertices(Vector<Vertex>& vertices, int slices, int stacks);
/**
* @brief Compute the triangles for a sphere.
* @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
* @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
*/
- void FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks );
+ void FormSphereTriangles(Vector<unsigned short>& indices, int slices, int stacks);
/**
* @brief Compute the vertices for a conical.
* @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
* @param[in] slices The number of slices as you go around the conical. Affects the smoothness of the surface.
*/
- void ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius,
- float scaleHeight, int slices );
+ void ComputeConicVertices(Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices);
/**
* @brief Compute the triangles for a conic.
* @param[in] coneBottom True if the bottom circle has a radius of zero, i.e. the object is an inverted complete cone.
* @param[in] slices The number of slices as you go around the conic. Affects the smoothness of the surface.
*/
- void FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius,
- int slices );
+ void FormConicTriangles(Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, int slices);
/**
* @brief Compute the vertices for a cube.
* @param[in, out] vertices The vector of vertices.
* @Param[in] dimensions The dimensions of the object.
*/
- void ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions );
+ void ComputeCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions);
/**
* @brief Compute the triangles for a cube.
* @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
*/
- void FormCubeTriangles( Vector<unsigned short>& indices );
+ void FormCubeTriangles(Vector<unsigned short>& indices);
/**
* @brief Compute the vertices for an octahedron (maximumly bevelled cube).
* @Param[in] dimensions The dimensions of the object.
* @Param[in] smoothness Defines how rounded the edges appear under lighting. Between 0.0 and 1.0.
*/
- void ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness );
+ void ComputeOctahedronVertices(Vector<Vertex>& vertices, Vector3 dimensions, float smoothness);
/**
* @brief Compute the triangles for an octahedron.
* @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
*/
- void FormOctahedronTriangles( Vector<unsigned short>& indices );
+ void FormOctahedronTriangles(Vector<unsigned short>& indices);
/**
* @brief Compute the vertices for a bevelled cube.
* @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
* @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
*/
- void ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage,
- float bevelSmoothness );
+ void ComputeBevelledCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness);
/**
* @brief Compute the triangles for a bevelled cube.
* @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
*/
- void FormBevelledCubeTriangles( Vector<unsigned short>& indices );
+ void FormBevelledCubeTriangles(Vector<unsigned short>& indices);
private:
-
// Undefined
- PrimitiveVisual( const PrimitiveVisual& PrimitiveVisual );
+ PrimitiveVisual(const PrimitiveVisual& PrimitiveVisual);
// Undefined
- PrimitiveVisual& operator=( const PrimitiveVisual& PrimitiveVisual );
+ PrimitiveVisual& operator=(const PrimitiveVisual& PrimitiveVisual);
private:
- Shader mShader;
+ Shader mShader;
Geometry mGeometry;
- Vector4 mColor; //Color of shape.
- Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
+ Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
Vector3 mSceneCenter;
Vector3 mSceneSize;
Vector3 mLightPosition;
//Shape properties.
- Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
- float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
- float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
- float mScaleHeight; ///< Scale of height, to use when creating certain objects.
- float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
- float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
- float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
- int mSlices; ///< Number of slices to use when creating certain objects.
- int mStacks; ///< Number of stacks to use when creating certain objects.
-
- Toolkit::PrimitiveVisual::Shape::Type mPrimitiveType; //Shape to render, as enum.
+ Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
+ float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
+ float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
+ float mScaleHeight; ///< Scale of height, to use when creating certain objects.
+ float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
+ float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
+ float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
+ int mSlices; ///< Number of slices to use when creating certain objects.
+ int mStacks; ///< Number of stacks to use when creating certain objects.
+
+ Toolkit::PrimitiveVisual::Shape::Type mPrimitiveType; //Shape to render, as enum.
};
} // namespace Internal