END_TEST;
}
+//Test if primitive shape loads correctly when told to use too many slices.
+int UtcDaliVisualFactoryGetPrimitiveVisual9(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual9: Request primitive visual with above-cap slices." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::SLICES, Property::Value( 1000000 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too few slices. (2 slices or less.)
+int UtcDaliVisualFactoryGetPrimitiveVisual10(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual10: Request primitive visual with too few slices." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::SLICES, Property::Value( 2 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too many stacks.
+int UtcDaliVisualFactoryGetPrimitiveVisual11(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual11: Request primitive visual with too many stacks." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::STACKS, Property::Value( 1000000 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too few stacks. (1 stack or less.)
+int UtcDaliVisualFactoryGetPrimitiveVisual12(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual12: Request primitive visual with too few stacks." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::STACKS, Property::Value( 1 ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use invalid (zero or negative) dimensions.
+int UtcDaliVisualFactoryGetPrimitiveVisual13(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual13: Request primitive visual with invalid scale dimensions." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::SCALE_DIMENSIONS, Vector3::ZERO );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too low a bevel percentage.
+int UtcDaliVisualFactoryGetPrimitiveVisual14(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual14: Request primitive visual with too low a bevel percentage." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::BEVEL_PERCENTAGE, Property::Value( -1.0f ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too high a bevel percentage.
+int UtcDaliVisualFactoryGetPrimitiveVisual15(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual15: Request primitive visual with too high a bevel percentage." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::BEVEL_PERCENTAGE, Property::Value( 2.0f ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too low a bevel smoothness.
+int UtcDaliVisualFactoryGetPrimitiveVisual16(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual16: Request primitive visual with too low a bevel smoothness." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::BEVEL_SMOOTHNESS, Property::Value( -1.0f ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
+//Test if primitive shape loads correctly when told to use too high a bevel smoothness.
+int UtcDaliVisualFactoryGetPrimitiveVisual17(void)
+{
+ //Set up test application first, so everything else can be handled.
+ ToolkitTestApplication application;
+
+ tet_infoline( "UtcDaliVisualFactoryGetPrimitiveVisual17: Request primitive visual with too high a bevel smoothness." );
+
+ //Set up visual properties.
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
+ propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::SPHERE );
+ propertyMap.Insert( PrimitiveVisual::Property::BEVEL_SMOOTHNESS, Property::Value( 2.0f ) );
+
+ //Test to see if shape loads correctly.
+ TestPrimitiveVisualWithProperties( propertyMap, application );
+
+ END_TEST;
+}
+
//Test if primitive shape visual handles the case of not being passed a specific shape to use.
int UtcDaliVisualFactoryGetPrimitiveVisualN1(void)
{
const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< 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 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
if( mSlices > MAX_PARTITIONS )
{
mSlices = MAX_PARTITIONS;
+ DALI_LOG_WARNING( "Value for slices clamped.\n" );
}
else if ( mSlices < MIN_SLICES )
{
mSlices = MIN_SLICES;
+ DALI_LOG_WARNING( "Value for slices clamped.\n" );
}
}
else
if( mStacks > MAX_PARTITIONS )
{
mStacks = MAX_PARTITIONS;
+ DALI_LOG_WARNING( "Value for stacks clamped.\n" );
}
else if ( mStacks < MIN_STACKS )
{
mStacks = MIN_STACKS;
+ DALI_LOG_WARNING( "Value for stacks clamped.\n" );
}
}
else
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 )
{
mScaleDimensions.y = 1.0;
+ DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
}
if( mScaleDimensions.z <= 0.0 )
{
mScaleDimensions.z = 1.0;
+ DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
}
}
else
if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
{
mBevelPercentage = MIN_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
}
else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
{
mBevelPercentage = MAX_BEVEL_PERCENTAGE;
+ DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
}
}
else
if( mBevelSmoothness < MIN_SMOOTHNESS )
{
mBevelSmoothness = MIN_SMOOTHNESS;
+ DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
}
else if( mBevelSmoothness > MAX_SMOOTHNESS )
{
mBevelSmoothness = MAX_SMOOTHNESS;
+ DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
}
}
else
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 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 );