2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/object/handle-devel.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
30 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
31 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
47 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
54 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
55 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
58 const char * const PRIMITIVE_SHAPE( "shape" );
59 const char * const SHAPE_COLOR( "mixColor" );
60 const char * const SLICES( "slices" );
61 const char * const STACKS( "stacks" );
62 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
63 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
64 const char * const SCALE_HEIGHT( "scaleHeight" );
65 const char * const SCALE_RADIUS( "scaleRadius" );
66 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
67 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
68 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
69 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
71 //Primitive property defaults
72 const int DEFAULT_SLICES = 128; ///< For spheres and conics
73 const int DEFAULT_STACKS = 128; ///< For spheres and conics
74 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
75 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
76 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
77 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
78 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
79 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
80 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
83 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
84 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
85 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
86 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
87 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
88 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
89 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
91 //Specific shape labels.
92 const char * const SPHERE_LABEL( "SPHERE" );
93 const char * const CONE_LABEL( "CONE" );
94 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
95 const char * const CYLINDER_LABEL( "CYLINDER" );
96 const char * const CUBE_LABEL( "CUBE" );
97 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
98 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
101 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
102 const char * const COLOR_UNIFORM_NAME( "mixColor" );
103 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
104 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
107 const char * const POSITION( "aPosition");
108 const char * const NORMAL( "aNormal" );
109 const char * const INDICES( "aIndices" );
111 //A simple shader that applies diffuse lighting to a mono-coloured object.
112 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
113 attribute highp vec3 aPosition;\n
114 attribute highp vec2 aTexCoord;\n
115 attribute highp vec3 aNormal;\n
116 varying mediump vec3 vIllumination;\n
117 uniform mediump vec3 uSize;\n
118 uniform mediump vec3 uObjectDimensions;\n
119 uniform mediump mat4 uMvpMatrix;\n
120 uniform mediump mat4 uModelView;\n
121 uniform mediump mat4 uViewMatrix;\n
122 uniform mediump mat3 uNormalMatrix;\n
123 uniform mediump mat4 uObjectMatrix;\n
124 uniform mediump vec3 lightPosition;\n
125 uniform mediump vec2 uStageOffset;\n
127 //Visual size and offset
128 uniform mediump vec2 offset;\n
129 uniform mediump vec2 size;\n
130 uniform mediump vec4 offsetSizeMode;\n
131 uniform mediump vec2 origin;\n
132 uniform mediump vec2 anchorPoint;\n
134 vec4 ComputeVertexPosition()\n
136 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
137 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
138 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
139 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
140 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
141 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
146 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
147 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
148 vertexPosition = uMvpMatrix * vertexPosition;\n
150 //Illumination in Model-View space - Transform attributes and uniforms\n
151 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
152 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
154 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
155 mvLightPosition = uViewMatrix * mvLightPosition;\n
156 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
158 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
159 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
161 gl_Position = vertexPosition;\n
165 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
166 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
167 precision mediump float;\n
168 varying mediump vec3 vIllumination;\n
169 uniform lowp vec4 uColor;\n
170 uniform lowp vec4 mixColor;\n
174 vec4 baseColor = mixColor * uColor;\n
175 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
179 } // unnamed namespace
181 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
183 return new PrimitiveVisual( factoryCache );
186 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
187 : Visual::Base( factoryCache ),
188 mColor( DEFAULT_COLOR ),
189 mScaleDimensions( Vector3::ONE ),
190 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
191 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
192 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
193 mScaleRadius( DEFAULT_SCALE_RADIUS ),
194 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
195 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
196 mSlices( DEFAULT_SLICES ),
197 mStacks( DEFAULT_STACKS ),
198 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
202 PrimitiveVisual::~PrimitiveVisual()
206 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
208 //Find out which shape to renderer.
209 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
210 if( primitiveTypeValue )
212 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
216 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
219 //Read in other potential properties.
221 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
222 if( color && !color->Get( mColor ) )
224 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
227 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
230 if( slices->Get( mSlices ) )
233 if( mSlices > MAX_PARTITIONS )
235 mSlices = MAX_PARTITIONS;
236 DALI_LOG_WARNING( "Value for slices clamped.\n" );
238 else if ( mSlices < MIN_SLICES )
240 mSlices = MIN_SLICES;
241 DALI_LOG_WARNING( "Value for slices clamped.\n" );
246 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
250 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
253 if( stacks->Get( mStacks ) )
256 if( mStacks > MAX_PARTITIONS )
258 mStacks = MAX_PARTITIONS;
259 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
261 else if ( mStacks < MIN_STACKS )
263 mStacks = MIN_STACKS;
264 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
269 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
273 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
274 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
276 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
279 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
280 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
282 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
285 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
286 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
288 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
291 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
292 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
294 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
297 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
300 if( dimensions->Get( mScaleDimensions ) )
302 //If any dimension is invalid, set it to a sensible default.
303 if( mScaleDimensions.x <= 0.0 )
305 mScaleDimensions.x = 1.0;
306 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
308 if( mScaleDimensions.y <= 0.0 )
310 mScaleDimensions.y = 1.0;
311 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
313 if( mScaleDimensions.z <= 0.0 )
315 mScaleDimensions.z = 1.0;
316 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
321 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
325 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
328 if( bevel->Get( mBevelPercentage ) )
331 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
333 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
334 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
336 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
338 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
339 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
344 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
348 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
351 if( smoothness->Get( mBevelSmoothness ) )
354 if( mBevelSmoothness < MIN_SMOOTHNESS )
356 mBevelSmoothness = MIN_SMOOTHNESS;
357 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
359 else if( mBevelSmoothness > MAX_SMOOTHNESS )
361 mBevelSmoothness = MAX_SMOOTHNESS;
362 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
367 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
371 //Read in light position.
372 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
375 if( !lightPosition->Get( mLightPosition ) )
377 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
378 mLightPosition = Vector3::ZERO;
383 //Default behaviour is to place the light directly in front of the object,
384 // at a reasonable distance to light everything on screen.
385 Stage stage = Stage::GetCurrent();
387 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
391 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
393 naturalSize.x = mObjectDimensions.x;
394 naturalSize.y = mObjectDimensions.y;
397 void PrimitiveVisual::DoSetOnStage( Actor& actor )
399 InitializeRenderer();
401 actor.AddRenderer( mImpl->mRenderer );
404 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
407 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
408 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
409 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
410 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
411 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
412 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
413 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
414 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
415 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
416 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
417 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
418 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
419 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
422 void PrimitiveVisual::OnSetTransform()
424 if( mImpl->mRenderer )
426 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
430 void PrimitiveVisual::InitializeRenderer()
442 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
443 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
445 //Register transform properties
446 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
449 void PrimitiveVisual::UpdateShaderUniforms()
451 Stage stage = Stage::GetCurrent();
452 float width = stage.GetSize().width;
453 float height = stage.GetSize().height;
455 //Flip model to account for DALi starting with (0, 0) at the top left.
457 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
459 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
460 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
461 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
462 DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
463 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
466 void PrimitiveVisual::CreateShader()
468 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
469 UpdateShaderUniforms();
472 void PrimitiveVisual::CreateGeometry()
474 Dali::Vector<Vertex> vertices;
475 Dali::Vector<unsigned short> indices;
477 switch( mPrimitiveType )
479 case Toolkit::PrimitiveVisual::Shape::SPHERE:
481 CreateSphere( vertices, indices, mSlices, mStacks );
484 case Toolkit::PrimitiveVisual::Shape::CONE:
486 //Create a conic with zero top radius.
487 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
490 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
492 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
495 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
497 //Create a conic with equal radii on the top and bottom.
498 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
501 case Toolkit::PrimitiveVisual::Shape::CUBE:
503 //Create a cube by creating a bevelled cube with minimum bevel.
504 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
507 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
509 //Create an octahedron by creating a bevelled cube with maximum bevel.
510 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
513 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
515 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
520 mGeometry = Geometry::New();
523 Property::Map vertexFormat;
524 vertexFormat[POSITION] = Property::VECTOR3;
525 vertexFormat[NORMAL] = Property::VECTOR3;
526 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
527 surfaceVertices.SetData( &vertices[0], vertices.Size() );
529 mGeometry.AddVertexBuffer( surfaceVertices );
531 //Indices for triangle formulation
532 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
535 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
537 ComputeSphereVertices( vertices, slices, stacks );
538 FormSphereTriangles( indices, slices, stacks );
540 mObjectDimensions = Vector3::ONE;
543 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
544 float scaleBottomRadius, float scaleHeight, int slices )
546 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
547 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
549 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
550 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
551 float yDimension = scaleHeight;
552 float largestDimension = std::max( xDimension, yDimension );
554 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
555 xDimension / largestDimension );
558 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
559 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
561 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
562 dimensions = dimensions / maxDimension;
564 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
566 ComputeCubeVertices( vertices, dimensions );
567 FormCubeTriangles( indices );
569 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
571 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
572 FormOctahedronTriangles( indices );
574 else //In between, form a bevelled cube.
576 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
577 FormBevelledCubeTriangles( indices );
580 mObjectDimensions = dimensions;
583 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
591 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
593 sinTable.Resize( divisions );
594 cosTable.Resize( divisions );
596 for( int i = 0; i < divisions; i++ )
598 sinTable[i] = sin( angleDivision * i );
599 cosTable[i] = cos( angleDivision * i );
603 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
605 //Tables for calculating slices angles and stacks angles, respectively.
606 Vector<float> sinTable1;
607 Vector<float> cosTable1;
608 Vector<float> sinTable2;
609 Vector<float> cosTable2;
611 ComputeCircleTables( sinTable1, cosTable1, slices, false );
612 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
614 int numVertices = slices * ( stacks - 1 ) + 2;
615 vertices.Resize( numVertices );
617 int vertexIndex = 0; //Track progress through vertices.
623 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
624 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
628 for( int i = 1; i < stacks; i++ )
630 for( int j = 0; j < slices; j++, vertexIndex++ )
632 x = cosTable1[j] * sinTable2[i];
634 z = sinTable1[j] * sinTable2[i];
636 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
637 vertices[vertexIndex].normal = Vector3( x, y, z );
642 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
643 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
646 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
650 //Set indices to placeholder "error" values.
651 //This will display nothing, which is the expected behaviour for this edge case.
656 int numTriangles = 2 * slices * ( stacks - 1 );
658 indices.Resize( 3 * numTriangles );
660 int indiceIndex = 0; //Used to keep track of progress through indices.
661 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
662 int currentCycleBeginning = 1 + slices;
664 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
665 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
667 indices[indiceIndex] = 0;
670 //End, so loop around.
671 indices[indiceIndex + 1] = 1;
675 indices[indiceIndex + 1] = i + 1;
677 indices[indiceIndex + 2] = i;
680 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
681 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
683 for( int j = 0; j < slices; j++, indiceIndex += 6 )
685 if( j == slices - 1 )
687 //End, so loop around.
688 indices[indiceIndex] = previousCycleBeginning + j;
689 indices[indiceIndex + 1] = previousCycleBeginning;
690 indices[indiceIndex + 2] = currentCycleBeginning + j;
691 indices[indiceIndex + 3] = currentCycleBeginning + j;
692 indices[indiceIndex + 4] = previousCycleBeginning;
693 indices[indiceIndex + 5] = currentCycleBeginning;
697 indices[indiceIndex] = previousCycleBeginning + j;
698 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
699 indices[indiceIndex + 2] = currentCycleBeginning + j;
700 indices[indiceIndex + 3] = currentCycleBeginning + j;
701 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
702 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
707 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
708 for( int i = 0; i < slices; i++, indiceIndex += 3 )
710 indices[indiceIndex] = previousCycleBeginning + slices;
711 indices[indiceIndex + 1] = previousCycleBeginning + i;
712 if( i == slices - 1 )
714 //End, so loop around.
715 indices[indiceIndex + 2] = previousCycleBeginning;
719 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
724 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
725 float scaleBottomRadius, float scaleHeight, int slices )
727 int vertexIndex = 0; //Track progress through vertices.
728 Vector<float> sinTable;
729 Vector<float> cosTable;
731 ComputeCircleTables( sinTable, cosTable, slices, false );
733 int numVertices = 2; //Always will have one at the top and one at the bottom.
735 //Add vertices for each circle. Need two per point for different face normals.
736 if( scaleTopRadius > 0.0 )
738 numVertices += 2 * slices;
740 if( scaleBottomRadius > 0.0 )
742 numVertices += 2 * slices;
745 vertices.Resize( numVertices );
748 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
749 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
750 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
751 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
753 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
755 float y = scaleHeight / biggestObjectDimension / 2.0f;
759 vertices[0].position = Vector3( 0, y, 0 );
760 vertices[0].normal = Vector3( 0, 1, 0 );
764 if( scaleTopRadius > 0.0 )
766 //Loop around the circle.
767 for( int i = 0; i < slices; i++, vertexIndex++ )
769 x = sinTable[i] * scaleTopRadius;
770 z = cosTable[i] * scaleTopRadius;
772 //Upward-facing normal.
773 vertices[vertexIndex].position = Vector3( x, y, z );
774 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
776 //Outward-facing normal.
777 vertices[vertexIndex + slices].position = Vector3( x, y, z );
778 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
781 vertexIndex += slices;
785 if( scaleBottomRadius > 0.0 )
787 //Loop around the circle.
788 for( int i = 0; i < slices; i++, vertexIndex++ )
790 x = sinTable[i] * scaleBottomRadius;
791 z = cosTable[i] * scaleBottomRadius;
793 //Outward-facing normal.
794 vertices[vertexIndex].position = Vector3( x, -y, z );
795 vertices[vertexIndex].normal = Vector3( x, 0, z );
797 //Downward-facing normal.
798 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
799 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
802 vertexIndex += slices;
806 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
807 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
811 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
812 float scaleBottomRadius, int slices )
814 int indiceIndex = 0; //Track progress through indices.
815 int numTriangles = 0;
816 bool coneTop = scaleTopRadius <= 0.0;
817 bool coneBottom = scaleBottomRadius <= 0.0;
819 if( coneTop && coneBottom )
821 //Set indices to placeholder "error" values.
822 //This will display nothing, which is the expected behaviour for this edge case.
829 numTriangles += 2 * slices;
833 numTriangles += 2 * slices;
836 indices.Resize( 3 * numTriangles );
838 //Switch on the type of conic we have.
839 if( !coneTop && !coneBottom )
841 //Top circle. Start at index of first outer point and go around.
842 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
844 indices[indiceIndex] = 0;
845 indices[indiceIndex + 1] = i;
848 //End, so loop around.
849 indices[indiceIndex + 2] = 1;
853 indices[indiceIndex + 2] = i + 1;
857 int topCycleBeginning = slices + 1;
858 int bottomCycleBeginning = topCycleBeginning + slices;
861 for( int i = 0; i < slices; i++, indiceIndex += 6 )
863 if( i == slices - 1 )
865 //End, so loop around.
866 indices[indiceIndex] = topCycleBeginning + i;
867 indices[indiceIndex + 1] = bottomCycleBeginning + i;
868 indices[indiceIndex + 2] = topCycleBeginning;
869 indices[indiceIndex + 3] = bottomCycleBeginning + i;
870 indices[indiceIndex + 4] = bottomCycleBeginning;
871 indices[indiceIndex + 5] = topCycleBeginning;
875 indices[indiceIndex] = topCycleBeginning + i;
876 indices[indiceIndex + 1] = bottomCycleBeginning + i;
877 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
878 indices[indiceIndex + 3] = bottomCycleBeginning + i;
879 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
880 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
884 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
887 for( int i = 0; i < slices; i++, indiceIndex += 3 )
889 indices[indiceIndex] = bottomFaceCycleBeginning;
890 if( i == slices - 1 )
892 //End, so loop around.
893 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
897 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
899 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
902 else if( !coneTop || !coneBottom )
904 //Top circle/edges. Start at index of first outer point and go around.
905 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
907 indices[indiceIndex] = 0;
908 indices[indiceIndex + 1] = i;
911 //End, so loop around.
912 indices[indiceIndex + 2] = 1;
916 indices[indiceIndex + 2] = i + 1;
920 //Bottom circle/edges. Start at index of first outer point and go around.
921 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
923 indices[indiceIndex] = 2 * slices + 1;
926 //End, so loop around.
927 indices[indiceIndex + 1] = slices + 1;
931 indices[indiceIndex + 1] = slices + i + 1;
933 indices[indiceIndex + 2] = slices + i;
938 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
940 int numVertices = 4 * 6; //Four per face.
941 int vertexIndex = 0; //Tracks progress through vertices.
942 float scaledX = 0.5 * dimensions.x;
943 float scaledY = 0.5 * dimensions.y;
944 float scaledZ = 0.5 * dimensions.z;
946 vertices.Resize( numVertices );
948 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
950 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
953 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
954 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
955 positions[2] = Vector3( scaledX, scaledY, scaledZ );
956 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
957 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
958 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
959 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
960 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
962 normals[0] = Vector3( 0, 1, 0 );
963 normals[1] = Vector3( 0, 0, -1 );
964 normals[2] = Vector3( 1, 0, 0 );
965 normals[3] = Vector3( 0, 0, 1 );
966 normals[4] = Vector3( -1, 0, 0 );
967 normals[5] = Vector3( 0, -1, 0 );
969 //Top face, upward normals.
970 for( int i = 0; i < 4; i++, vertexIndex++ )
972 vertices[vertexIndex].position = positions[i];
973 vertices[vertexIndex].normal = normals[0];
976 //Top face, outward normals.
977 for( int i = 0; i < 4; i++, vertexIndex += 2 )
979 vertices[vertexIndex].position = positions[i];
980 vertices[vertexIndex].normal = normals[i + 1];
984 //End, so loop around.
985 vertices[vertexIndex + 1].position = positions[0];
989 vertices[vertexIndex + 1].position = positions[i + 1];
991 vertices[vertexIndex + 1].normal = normals[i + 1];
994 //Bottom face, outward normals.
995 for( int i = 0; i < 4; i++, vertexIndex += 2 )
997 vertices[vertexIndex].position = positions[i + 4];
998 vertices[vertexIndex].normal = normals[i + 1];
1002 //End, so loop around.
1003 vertices[vertexIndex + 1].position = positions[4];
1007 vertices[vertexIndex + 1].position = positions[i + 5];
1009 vertices[vertexIndex + 1].normal = normals[i + 1];
1012 //Bottom face, downward normals.
1013 for( int i = 0; i < 4; i++, vertexIndex++ )
1015 vertices[vertexIndex].position = positions[i + 4];
1016 vertices[vertexIndex].normal = normals[5];
1021 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1023 int numTriangles = 12;
1024 int triangleIndex = 0; //Track progress through indices.
1026 indices.Resize( 3 * numTriangles );
1029 indices[triangleIndex] = 0;
1030 indices[triangleIndex + 1] = 2;
1031 indices[triangleIndex + 2] = 1;
1032 indices[triangleIndex + 3] = 2;
1033 indices[triangleIndex + 4] = 0;
1034 indices[triangleIndex + 5] = 3;
1037 int topFaceStart = 4;
1038 int bottomFaceStart = 12;
1041 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1043 indices[triangleIndex ] = i + topFaceStart;
1044 indices[triangleIndex + 1] = i + topFaceStart + 1;
1045 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1046 indices[triangleIndex + 3] = i + topFaceStart;
1047 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1048 indices[triangleIndex + 5] = i + bottomFaceStart;
1052 indices[triangleIndex] = 20;
1053 indices[triangleIndex + 1] = 21;
1054 indices[triangleIndex + 2] = 22;
1055 indices[triangleIndex + 3] = 22;
1056 indices[triangleIndex + 4] = 23;
1057 indices[triangleIndex + 5] = 20;
1060 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1062 int numVertices = 3 * 8; //Three per face
1063 int vertexIndex = 0; //Tracks progress through vertices.
1064 float scaledX = 0.5 * dimensions.x;
1065 float scaledY = 0.5 * dimensions.y;
1066 float scaledZ = 0.5 * dimensions.z;
1068 vertices.Resize( numVertices );
1070 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1071 positions.Resize(6);
1072 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1074 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1075 outerNormals.Resize( 6 );
1077 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1078 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1079 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1080 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1081 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1082 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1084 normals[0] = Vector3( -1, 1, -1 );
1085 normals[1] = Vector3( 1, 1, -1 );
1086 normals[2] = Vector3( 1, 1, 1 );
1087 normals[3] = Vector3( -1, 1, 1 );
1088 normals[4] = Vector3( -1, -1, -1 );
1089 normals[5] = Vector3( 1, -1, -1 );
1090 normals[6] = Vector3( 1, -1, 1 );
1091 normals[7] = Vector3( -1, -1, 1 );
1093 outerNormals[0] = Vector3( 0, 1, 0 );
1094 outerNormals[1] = Vector3( -1, 0, 0 );
1095 outerNormals[2] = Vector3( 0, 0, -1 );
1096 outerNormals[3] = Vector3( 1, 0, 0 );
1097 outerNormals[4] = Vector3( 0, 0, 1 );
1098 outerNormals[5] = Vector3( 0, -1, 0 );
1100 //Loop through top faces.
1101 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1105 //End, so loop around.
1106 vertices[vertexIndex ].position = positions[0];
1107 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1108 vertices[vertexIndex + 1].position = positions[1];
1109 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1110 vertices[vertexIndex + 2].position = positions[i + 1];
1111 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1115 vertices[vertexIndex ].position = positions[0];
1116 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1117 vertices[vertexIndex + 1].position = positions[i + 2];
1118 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1119 vertices[vertexIndex + 2].position = positions[i + 1];
1120 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1124 //Loop through bottom faces.
1125 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1129 //End, so loop around.
1130 vertices[vertexIndex ].position = positions[5];
1131 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1132 vertices[vertexIndex + 1].position = positions[i + 1];
1133 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1134 vertices[vertexIndex + 2].position = positions[1];
1135 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1139 vertices[vertexIndex ].position = positions[5];
1140 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1141 vertices[vertexIndex + 1].position = positions[i + 1];
1142 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1143 vertices[vertexIndex + 2].position = positions[i + 2];
1144 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1149 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1151 int numTriangles = 8;
1152 int numIndices = numTriangles * 3;
1154 indices.Resize( numIndices );
1156 for( unsigned short i = 0; i < numIndices; i++ )
1162 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1163 float bevelPercentage, float bevelSmoothness )
1165 int numPositions = 24;
1167 int numOuterFaces = 6;
1168 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1169 int vertexIndex = 0; //Track progress through vertices.
1170 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1172 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1173 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1175 //Distances from centre to outer edge points.
1176 float outerX = 0.5 * dimensions.x;
1177 float outerY = 0.5 * dimensions.y;
1178 float outerZ = 0.5 * dimensions.z;
1180 //Distances from centre to bevelled points.
1181 float bevelX = outerX - bevelAmount;
1182 float bevelY = outerY - bevelAmount;
1183 float bevelZ = outerZ - bevelAmount;
1185 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1186 positions.Resize( numPositions );
1187 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1188 normals.Resize( numFaces );
1189 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1190 outerNormals.Resize( numOuterFaces );
1191 vertices.Resize( numVertices );
1193 //Topmost face positions.
1194 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1195 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1196 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1197 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1199 //Second layer positions.
1200 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1201 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1202 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1203 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1204 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1205 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1206 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1207 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1209 //Third layer positions.
1210 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1211 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1212 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1213 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1214 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1215 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1216 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1217 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1219 //Bottom-most face positions.
1220 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1221 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1222 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1223 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1226 normals[0 ] = Vector3( 0, 1, 0 );
1228 //Top slope normals.
1229 normals[1 ] = Vector3( -1, 1, -1 );
1230 normals[2 ] = Vector3( 0, 1, -1 );
1231 normals[3 ] = Vector3( 1, 1, -1 );
1232 normals[4 ] = Vector3( 1, 1, 0 );
1233 normals[5 ] = Vector3( 1, 1, 1 );
1234 normals[6 ] = Vector3( 0, 1, 1 );
1235 normals[7 ] = Vector3( -1, 1, 1 );
1236 normals[8 ] = Vector3( -1, 1, 0 );
1239 normals[9 ] = Vector3( -1, 0, -1 );
1240 normals[10] = Vector3( 0, 0, -1 );
1241 normals[11] = Vector3( 1, 0, -1 );
1242 normals[12] = Vector3( 1, 0, 0 );
1243 normals[13] = Vector3( 1, 0, 1 );
1244 normals[14] = Vector3( 0, 0, 1 );
1245 normals[15] = Vector3( -1, 0, 1 );
1246 normals[16] = Vector3( -1, 0, 0 );
1248 //Bottom slope normals.
1249 normals[17] = Vector3( -1, -1, -1 );
1250 normals[18] = Vector3( 0, -1, -1 );
1251 normals[19] = Vector3( 1, -1, -1 );
1252 normals[20] = Vector3( 1, -1, 0 );
1253 normals[21] = Vector3( 1, -1, 1 );
1254 normals[22] = Vector3( 0, -1, 1 );
1255 normals[23] = Vector3( -1, -1, 1 );
1256 normals[24] = Vector3( -1, -1, 0 );
1258 //Bottom face normal.
1259 normals[25] = Vector3( 0, -1, 0 );
1261 //Top, back, right, front, left and bottom faces, respectively.
1262 outerNormals[0] = Vector3( 0, 1, 0 );
1263 outerNormals[1] = Vector3( 0, 0, -1 );
1264 outerNormals[2] = Vector3( 1, 0, 0 );
1265 outerNormals[3] = Vector3( 0, 0, 1 );
1266 outerNormals[4] = Vector3( -1, 0, 0 );
1267 outerNormals[5] = Vector3( 0, -1, 0 );
1269 //Topmost face vertices.
1270 for( int i = 0; i < 4; i++, vertexIndex++ )
1272 vertices[vertexIndex].position = positions[i];
1273 vertices[vertexIndex].normal = normals[normalIndex];
1278 //Top slope vertices.
1279 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1282 vertices[vertexIndex ].position = positions[i];
1283 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1284 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1285 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1286 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1287 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1292 //End, so loop around.
1293 vertices[vertexIndex + 3].position = positions[i];
1294 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1295 vertices[vertexIndex + 4].position = positions[0];
1296 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1297 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1298 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1299 vertices[vertexIndex + 6].position = positions[4];
1300 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1304 vertices[vertexIndex + 3].position = positions[i];
1305 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1306 vertices[vertexIndex + 4].position = positions[i + 1];
1307 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1308 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1309 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1310 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1311 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1315 int secondCycleBeginning = 4;
1316 int thirdCycleBeginning = secondCycleBeginning + 8;
1317 int bottomCycleBeginning = thirdCycleBeginning + 8;
1320 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1324 //End, so loop around.
1325 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1326 vertices[vertexIndex ].normal = normals[normalIndex];
1327 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1328 vertices[vertexIndex + 1].normal = normals[normalIndex];
1329 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1330 vertices[vertexIndex + 2].normal = normals[normalIndex];
1331 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1332 vertices[vertexIndex + 3].normal = normals[normalIndex];
1334 else if( (i % 2) == 0 )
1336 //'even' faces are corner ones, and need smoothing.
1337 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1338 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1339 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1340 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1341 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1342 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1343 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1344 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1348 //'odd' faces are outer ones, and so don't need smoothing.
1349 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1350 vertices[vertexIndex ].normal = normals[normalIndex];
1351 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1352 vertices[vertexIndex + 1].normal = normals[normalIndex];
1353 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1354 vertices[vertexIndex + 2].normal = normals[normalIndex];
1355 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1356 vertices[vertexIndex + 3].normal = normals[normalIndex];
1360 //Bottom slope vertices.
1361 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1364 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1365 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1366 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1367 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1368 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1369 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1374 //End, so loop around.
1375 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1376 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1377 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1378 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1379 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1380 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1381 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1382 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1386 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1387 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1388 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1389 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1390 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1391 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1392 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1393 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1397 //Bottom-most face vertices.
1398 for( int i = 0; i < 4; i++, vertexIndex++ )
1400 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1401 vertices[vertexIndex].normal = normals[normalIndex];
1407 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1409 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1410 int indiceIndex = 0; //Track progress through indices.
1411 int vertexIndex = 0; //Track progress through vertices as they're processed.
1413 indices.Resize( 3 * numTriangles );
1416 indices[indiceIndex ] = vertexIndex;
1417 indices[indiceIndex + 1] = vertexIndex + 2;
1418 indices[indiceIndex + 2] = vertexIndex + 1;
1419 indices[indiceIndex + 3] = vertexIndex + 0;
1420 indices[indiceIndex + 4] = vertexIndex + 3;
1421 indices[indiceIndex + 5] = vertexIndex + 2;
1426 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1429 indices[indiceIndex ] = vertexIndex;
1430 indices[indiceIndex + 1] = vertexIndex + 2;
1431 indices[indiceIndex + 2] = vertexIndex + 1;
1434 indices[indiceIndex + 3] = vertexIndex + 3;
1435 indices[indiceIndex + 4] = vertexIndex + 4;
1436 indices[indiceIndex + 5] = vertexIndex + 5;
1437 indices[indiceIndex + 6] = vertexIndex + 4;
1438 indices[indiceIndex + 7] = vertexIndex + 6;
1439 indices[indiceIndex + 8] = vertexIndex + 5;
1443 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1445 indices[indiceIndex ] = vertexIndex;
1446 indices[indiceIndex + 1] = vertexIndex + 1;
1447 indices[indiceIndex + 2] = vertexIndex + 2;
1448 indices[indiceIndex + 3] = vertexIndex + 1;
1449 indices[indiceIndex + 4] = vertexIndex + 3;
1450 indices[indiceIndex + 5] = vertexIndex + 2;
1454 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1457 indices[indiceIndex ] = vertexIndex;
1458 indices[indiceIndex + 1] = vertexIndex + 1;
1459 indices[indiceIndex + 2] = vertexIndex + 2;
1462 indices[indiceIndex + 3] = vertexIndex + 3;
1463 indices[indiceIndex + 4] = vertexIndex + 4;
1464 indices[indiceIndex + 5] = vertexIndex + 5;
1465 indices[indiceIndex + 6] = vertexIndex + 4;
1466 indices[indiceIndex + 7] = vertexIndex + 6;
1467 indices[indiceIndex + 8] = vertexIndex + 5;
1471 indices[indiceIndex ] = vertexIndex;
1472 indices[indiceIndex + 1] = vertexIndex + 1;
1473 indices[indiceIndex + 2] = vertexIndex + 2;
1474 indices[indiceIndex + 3] = vertexIndex + 0;
1475 indices[indiceIndex + 4] = vertexIndex + 2;
1476 indices[indiceIndex + 5] = vertexIndex + 3;
1481 } // namespace Internal
1483 } // namespace Toolkit