2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/scripting/enum-helper.h>
26 #include <dali/devel-api/scripting/scripting.h>
29 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
44 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
45 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
46 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
52 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
55 const char * const PRIMITIVE_SHAPE( "shape" );
56 const char * const SHAPE_COLOR( "shapeColor" );
57 const char * const SLICES( "slices" );
58 const char * const STACKS( "stacks" );
59 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
60 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
61 const char * const SCALE_HEIGHT( "scaleHeight" );
62 const char * const SCALE_RADIUS( "scaleRadius" );
63 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
64 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
65 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
66 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
68 //Primitive property defaults
69 const int DEFAULT_SLICES = 128; ///< For spheres and conics
70 const int DEFAULT_STACKS = 128; ///< For spheres and conics
71 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
72 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
73 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
74 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
75 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
76 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
77 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
80 const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
81 const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
82 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
83 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
84 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
85 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
86 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
88 //Specific shape labels.
89 const char * const SPHERE_LABEL( "SPHERE" );
90 const char * const CONE_LABEL( "CONE" );
91 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
92 const char * const CYLINDER_LABEL( "CYLINDER" );
93 const char * const CUBE_LABEL( "CUBE" );
94 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
95 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
98 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
99 const char * const COLOR_UNIFORM_NAME( "uColor" );
100 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
101 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
104 const char * const POSITION( "aPosition");
105 const char * const NORMAL( "aNormal" );
106 const char * const INDICES( "aIndices" );
108 //A simple shader that applies diffuse lighting to a mono-coloured object.
109 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
110 attribute highp vec3 aPosition;\n
111 attribute highp vec2 aTexCoord;\n
112 attribute highp vec3 aNormal;\n
113 varying mediump vec3 vIllumination;\n
114 uniform mediump vec3 uSize;\n
115 uniform mediump vec3 uObjectDimensions;\n
116 uniform mediump mat4 uMvpMatrix;\n
117 uniform mediump mat4 uModelView;\n
118 uniform mediump mat4 uViewMatrix;\n
119 uniform mediump mat3 uNormalMatrix;\n
120 uniform mediump mat4 uObjectMatrix;\n
121 uniform mediump vec3 lightPosition;\n
122 uniform mediump vec2 uStageOffset;\n
126 float xRatio = uSize.x / uObjectDimensions.x;\n
127 float yRatio = uSize.y / uObjectDimensions.y;\n
128 float scaleFactor = min( xRatio, yRatio );\n
130 vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
131 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
132 vertexPosition = uMvpMatrix * vertexPosition;\n
134 //Illumination in Model-View space - Transform attributes and uniforms\n
135 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
136 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
138 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
139 mvLightPosition = uViewMatrix * mvLightPosition;\n
140 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
142 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
143 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
145 gl_Position = vertexPosition;\n
149 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
150 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
151 precision mediump float;\n
152 varying mediump vec3 vIllumination;\n
153 uniform lowp vec4 uColor;\n
157 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
163 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
164 : Visual::Base( factoryCache ),
165 mColor( DEFAULT_COLOR ),
166 mScaleDimensions( Vector3::ONE ),
167 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
168 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
169 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
170 mScaleRadius( DEFAULT_SCALE_RADIUS ),
171 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
172 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
173 mSlices( DEFAULT_SLICES ),
174 mStacks( DEFAULT_STACKS ),
175 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
179 PrimitiveVisual::~PrimitiveVisual()
183 void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
185 //Find out which shape to renderer.
186 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
187 if( primitiveTypeValue )
189 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
193 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
196 //Read in other potential properties.
198 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::COLOR, SHAPE_COLOR );
199 if( color && !color->Get( mColor ) )
201 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
204 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
207 if( slices->Get( mSlices ) )
210 if( mSlices > MAX_PARTITIONS )
212 mSlices = MAX_PARTITIONS;
214 else if ( mSlices < MIN_SLICES )
216 mSlices = MIN_SLICES;
221 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
225 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
228 if( stacks->Get( mStacks ) )
231 if( mStacks > MAX_PARTITIONS )
233 mStacks = MAX_PARTITIONS;
235 else if ( mStacks < MIN_STACKS )
237 mStacks = MIN_STACKS;
242 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
246 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
247 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
249 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
252 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
253 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
255 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
258 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
259 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
261 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
264 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
265 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
267 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
270 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
273 if( dimensions->Get( mScaleDimensions ) )
275 //If any dimension is invalid, set it to a sensible default.
276 if( mScaleDimensions.x <= 0.0 )
278 mScaleDimensions.x = 1.0;
280 if( mScaleDimensions.y <= 0.0 )
282 mScaleDimensions.y = 1.0;
284 if( mScaleDimensions.z <= 0.0 )
286 mScaleDimensions.z = 1.0;
291 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
295 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
298 if( bevel->Get( mBevelPercentage ) )
301 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
303 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
305 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
307 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
312 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
316 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
319 if( smoothness->Get( mBevelSmoothness ) )
322 if( mBevelSmoothness < MIN_SMOOTHNESS )
324 mBevelSmoothness = MIN_SMOOTHNESS;
326 else if( mBevelSmoothness > MAX_SMOOTHNESS )
328 mBevelSmoothness = MAX_SMOOTHNESS;
333 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
337 //Read in light position.
338 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
341 if( !lightPosition->Get( mLightPosition ) )
343 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
344 mLightPosition = Vector3::ZERO;
349 //Default behaviour is to place the light directly in front of the object,
350 // at a reasonable distance to light everything on screen.
351 Stage stage = Stage::GetCurrent();
353 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
357 void PrimitiveVisual::SetSize( const Vector2& size )
359 Visual::Base::SetSize( size );
361 // ToDo: renderer responds to the size change
364 void PrimitiveVisual::SetClipRect( const Rect<int>& clipRect )
366 Visual::Base::SetClipRect( clipRect );
368 //ToDo: renderer responds to the clipRect change
371 void PrimitiveVisual::SetOffset( const Vector2& offset )
373 //ToDo: renderer applies the offset
376 void PrimitiveVisual::DoSetOnStage( Actor& actor )
378 InitializeRenderer();
381 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
384 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
385 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
386 map.Insert( Toolkit::PrimitiveVisual::Property::COLOR, mColor );
387 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
388 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
389 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
390 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
391 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
392 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
393 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
394 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
395 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
396 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
399 void PrimitiveVisual::InitializeRenderer()
411 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
412 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
415 void PrimitiveVisual::UpdateShaderUniforms()
417 Stage stage = Stage::GetCurrent();
418 float width = stage.GetSize().width;
419 float height = stage.GetSize().height;
421 //Flip model to account for DALi starting with (0, 0) at the top left.
423 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
425 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
426 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
427 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
428 mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor );
429 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
432 void PrimitiveVisual::CreateShader()
434 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
435 UpdateShaderUniforms();
438 void PrimitiveVisual::CreateGeometry()
440 Dali::Vector<Vertex> vertices;
441 Dali::Vector<unsigned short> indices;
443 switch( mPrimitiveType )
445 case Toolkit::PrimitiveVisual::Shape::SPHERE:
447 CreateSphere( vertices, indices, mSlices, mStacks );
450 case Toolkit::PrimitiveVisual::Shape::CONE:
452 //Create a conic with zero top radius.
453 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
456 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
458 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
461 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
463 //Create a conic with equal radii on the top and bottom.
464 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
467 case Toolkit::PrimitiveVisual::Shape::CUBE:
469 //Create a cube by creating a bevelled cube with minimum bevel.
470 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
473 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
475 //Create an octahedron by creating a bevelled cube with maximum bevel.
476 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
479 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
481 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
486 mGeometry = Geometry::New();
489 Property::Map vertexFormat;
490 vertexFormat[POSITION] = Property::VECTOR3;
491 vertexFormat[NORMAL] = Property::VECTOR3;
492 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
493 surfaceVertices.SetData( &vertices[0], vertices.Size() );
495 mGeometry.AddVertexBuffer( surfaceVertices );
497 //Indices for triangle formulation
498 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
501 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
503 ComputeSphereVertices( vertices, slices, stacks );
504 FormSphereTriangles( indices, slices, stacks );
506 mObjectDimensions = Vector3::ONE;
509 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
510 float scaleBottomRadius, float scaleHeight, int slices )
512 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
513 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
515 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
516 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
517 float yDimension = scaleHeight;
518 float largestDimension = std::max( xDimension, yDimension );
520 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
521 xDimension / largestDimension );
524 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
525 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
527 dimensions.Normalize();
529 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
531 ComputeCubeVertices( vertices, dimensions );
532 FormCubeTriangles( indices );
534 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
536 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
537 FormOctahedronTriangles( indices );
539 else //In between, form a bevelled cube.
541 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
542 FormBevelledCubeTriangles( indices );
545 mObjectDimensions = dimensions;
548 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
556 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
558 sinTable.Resize( divisions );
559 cosTable.Resize( divisions );
561 for( int i = 0; i < divisions; i++ )
563 sinTable[i] = sin( angleDivision * i );
564 cosTable[i] = cos( angleDivision * i );
568 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
570 //Tables for calculating slices angles and stacks angles, respectively.
571 Vector<float> sinTable1;
572 Vector<float> cosTable1;
573 Vector<float> sinTable2;
574 Vector<float> cosTable2;
576 ComputeCircleTables( sinTable1, cosTable1, slices, false );
577 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
579 int numVertices = slices * ( stacks - 1 ) + 2;
580 vertices.Resize( numVertices );
582 int vertexIndex = 0; //Track progress through vertices.
588 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
589 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
593 for( int i = 1; i < stacks; i++ )
595 for( int j = 0; j < slices; j++, vertexIndex++ )
597 x = cosTable1[j] * sinTable2[i];
599 z = sinTable1[j] * sinTable2[i];
601 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
602 vertices[vertexIndex].normal = Vector3( x, y, z );
607 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
608 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
611 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
615 //Set indices to placeholder "error" values.
616 //This will display nothing, which is the expected behaviour for this edge case.
621 int numTriangles = 2 * slices * ( stacks - 1 );
623 indices.Resize( 3 * numTriangles );
625 int indiceIndex = 0; //Used to keep track of progress through indices.
626 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
627 int currentCycleBeginning = 1 + slices;
629 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
630 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
632 indices[indiceIndex] = 0;
635 //End, so loop around.
636 indices[indiceIndex + 1] = 1;
640 indices[indiceIndex + 1] = i + 1;
642 indices[indiceIndex + 2] = i;
645 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
646 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
648 for( int j = 0; j < slices; j++, indiceIndex += 6 )
650 if( j == slices - 1 )
652 //End, so loop around.
653 indices[indiceIndex] = previousCycleBeginning + j;
654 indices[indiceIndex + 1] = previousCycleBeginning;
655 indices[indiceIndex + 2] = currentCycleBeginning + j;
656 indices[indiceIndex + 3] = currentCycleBeginning + j;
657 indices[indiceIndex + 4] = previousCycleBeginning;
658 indices[indiceIndex + 5] = currentCycleBeginning;
662 indices[indiceIndex] = previousCycleBeginning + j;
663 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
664 indices[indiceIndex + 2] = currentCycleBeginning + j;
665 indices[indiceIndex + 3] = currentCycleBeginning + j;
666 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
667 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
672 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
673 for( int i = 0; i < slices; i++, indiceIndex += 3 )
675 indices[indiceIndex] = previousCycleBeginning + slices;
676 indices[indiceIndex + 1] = previousCycleBeginning + i;
677 if( i == slices - 1 )
679 //End, so loop around.
680 indices[indiceIndex + 2] = previousCycleBeginning;
684 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
689 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
690 float scaleBottomRadius, float scaleHeight, int slices )
692 int vertexIndex = 0; //Track progress through vertices.
693 Vector<float> sinTable;
694 Vector<float> cosTable;
696 ComputeCircleTables( sinTable, cosTable, slices, false );
698 int numVertices = 2; //Always will have one at the top and one at the bottom.
700 //Add vertices for each circle. Need two per point for different face normals.
701 if( scaleTopRadius > 0.0 )
703 numVertices += 2 * slices;
705 if( scaleBottomRadius > 0.0 )
707 numVertices += 2 * slices;
710 vertices.Resize( numVertices );
713 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
714 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
715 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
716 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
718 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
720 float y = scaleHeight / biggestObjectDimension / 2.0f;
724 vertices[0].position = Vector3( 0, y, 0 );
725 vertices[0].normal = Vector3( 0, 1, 0 );
729 if( scaleTopRadius > 0.0 )
731 //Loop around the circle.
732 for( int i = 0; i < slices; i++, vertexIndex++ )
734 x = sinTable[i] * scaleTopRadius;
735 z = cosTable[i] * scaleTopRadius;
737 //Upward-facing normal.
738 vertices[vertexIndex].position = Vector3( x, y, z );
739 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
741 //Outward-facing normal.
742 vertices[vertexIndex + slices].position = Vector3( x, y, z );
743 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
746 vertexIndex += slices;
750 if( scaleBottomRadius > 0.0 )
752 //Loop around the circle.
753 for( int i = 0; i < slices; i++, vertexIndex++ )
755 x = sinTable[i] * scaleBottomRadius;
756 z = cosTable[i] * scaleBottomRadius;
758 //Outward-facing normal.
759 vertices[vertexIndex].position = Vector3( x, -y, z );
760 vertices[vertexIndex].normal = Vector3( x, 0, z );
762 //Downward-facing normal.
763 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
764 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
767 vertexIndex += slices;
771 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
772 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
776 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
777 float scaleBottomRadius, int slices )
779 int indiceIndex = 0; //Track progress through indices.
780 int numTriangles = 0;
781 bool coneTop = scaleTopRadius <= 0.0;
782 bool coneBottom = scaleBottomRadius <= 0.0;
784 if( coneTop && coneBottom )
786 //Set indices to placeholder "error" values.
787 //This will display nothing, which is the expected behaviour for this edge case.
794 numTriangles += 2 * slices;
798 numTriangles += 2 * slices;
801 indices.Resize( 3 * numTriangles );
803 //Switch on the type of conic we have.
804 if( !coneTop && !coneBottom )
806 //Top circle. Start at index of first outer point and go around.
807 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
809 indices[indiceIndex] = 0;
810 indices[indiceIndex + 1] = i;
813 //End, so loop around.
814 indices[indiceIndex + 2] = 1;
818 indices[indiceIndex + 2] = i + 1;
822 int topCycleBeginning = slices + 1;
823 int bottomCycleBeginning = topCycleBeginning + slices;
826 for( int i = 0; i < slices; i++, indiceIndex += 6 )
828 if( i == slices - 1 )
830 //End, so loop around.
831 indices[indiceIndex] = topCycleBeginning + i;
832 indices[indiceIndex + 1] = bottomCycleBeginning + i;
833 indices[indiceIndex + 2] = topCycleBeginning;
834 indices[indiceIndex + 3] = bottomCycleBeginning + i;
835 indices[indiceIndex + 4] = bottomCycleBeginning;
836 indices[indiceIndex + 5] = topCycleBeginning;
840 indices[indiceIndex] = topCycleBeginning + i;
841 indices[indiceIndex + 1] = bottomCycleBeginning + i;
842 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
843 indices[indiceIndex + 3] = bottomCycleBeginning + i;
844 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
845 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
849 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
852 for( int i = 0; i < slices; i++, indiceIndex += 3 )
854 indices[indiceIndex] = bottomFaceCycleBeginning;
855 if( i == slices - 1 )
857 //End, so loop around.
858 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
862 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
864 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
867 else if( !coneTop || !coneBottom )
869 //Top circle/edges. Start at index of first outer point and go around.
870 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
872 indices[indiceIndex] = 0;
873 indices[indiceIndex + 1] = i;
876 //End, so loop around.
877 indices[indiceIndex + 2] = 1;
881 indices[indiceIndex + 2] = i + 1;
885 //Bottom circle/edges. Start at index of first outer point and go around.
886 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
888 indices[indiceIndex] = 2 * slices + 1;
891 //End, so loop around.
892 indices[indiceIndex + 1] = slices + 1;
896 indices[indiceIndex + 1] = slices + i + 1;
898 indices[indiceIndex + 2] = slices + i;
903 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
905 int numVertices = 4 * 6; //Four per face.
906 int vertexIndex = 0; //Tracks progress through vertices.
907 float scaledX = 0.5 * dimensions.x;
908 float scaledY = 0.5 * dimensions.y;
909 float scaledZ = 0.5 * dimensions.z;
911 vertices.Resize( numVertices );
913 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
915 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
918 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
919 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
920 positions[2] = Vector3( scaledX, scaledY, scaledZ );
921 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
922 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
923 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
924 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
925 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
927 normals[0] = Vector3( 0, 1, 0 );
928 normals[1] = Vector3( 0, 0, -1 );
929 normals[2] = Vector3( 1, 0, 0 );
930 normals[3] = Vector3( 0, 0, 1 );
931 normals[4] = Vector3( -1, 0, 0 );
932 normals[5] = Vector3( 0, -1, 0 );
934 //Top face, upward normals.
935 for( int i = 0; i < 4; i++, vertexIndex++ )
937 vertices[vertexIndex].position = positions[i];
938 vertices[vertexIndex].normal = normals[0];
941 //Top face, outward normals.
942 for( int i = 0; i < 4; i++, vertexIndex += 2 )
944 vertices[vertexIndex].position = positions[i];
945 vertices[vertexIndex].normal = normals[i + 1];
949 //End, so loop around.
950 vertices[vertexIndex + 1].position = positions[0];
954 vertices[vertexIndex + 1].position = positions[i + 1];
956 vertices[vertexIndex + 1].normal = normals[i + 1];
959 //Bottom face, outward normals.
960 for( int i = 0; i < 4; i++, vertexIndex += 2 )
962 vertices[vertexIndex].position = positions[i + 4];
963 vertices[vertexIndex].normal = normals[i + 1];
967 //End, so loop around.
968 vertices[vertexIndex + 1].position = positions[4];
972 vertices[vertexIndex + 1].position = positions[i + 5];
974 vertices[vertexIndex + 1].normal = normals[i + 1];
977 //Bottom face, downward normals.
978 for( int i = 0; i < 4; i++, vertexIndex++ )
980 vertices[vertexIndex].position = positions[i + 4];
981 vertices[vertexIndex].normal = normals[5];
986 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
988 int numTriangles = 12;
989 int triangleIndex = 0; //Track progress through indices.
991 indices.Resize( 3 * numTriangles );
994 indices[triangleIndex] = 0;
995 indices[triangleIndex + 1] = 2;
996 indices[triangleIndex + 2] = 1;
997 indices[triangleIndex + 3] = 2;
998 indices[triangleIndex + 4] = 0;
999 indices[triangleIndex + 5] = 3;
1002 int topFaceStart = 4;
1003 int bottomFaceStart = 12;
1006 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1008 indices[triangleIndex ] = i + topFaceStart;
1009 indices[triangleIndex + 1] = i + topFaceStart + 1;
1010 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1011 indices[triangleIndex + 3] = i + topFaceStart;
1012 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1013 indices[triangleIndex + 5] = i + bottomFaceStart;
1017 indices[triangleIndex] = 20;
1018 indices[triangleIndex + 1] = 21;
1019 indices[triangleIndex + 2] = 22;
1020 indices[triangleIndex + 3] = 22;
1021 indices[triangleIndex + 4] = 23;
1022 indices[triangleIndex + 5] = 20;
1025 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1027 int numVertices = 3 * 8; //Three per face
1028 int vertexIndex = 0; //Tracks progress through vertices.
1029 float scaledX = 0.5 * dimensions.x;
1030 float scaledY = 0.5 * dimensions.y;
1031 float scaledZ = 0.5 * dimensions.z;
1033 vertices.Resize( numVertices );
1035 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1036 positions.Resize(6);
1037 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1039 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1040 outerNormals.Resize( 6 );
1042 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1043 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1044 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1045 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1046 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1047 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1049 normals[0] = Vector3( -1, 1, -1 );
1050 normals[1] = Vector3( 1, 1, -1 );
1051 normals[2] = Vector3( 1, 1, 1 );
1052 normals[3] = Vector3( -1, 1, 1 );
1053 normals[4] = Vector3( -1, -1, -1 );
1054 normals[5] = Vector3( 1, -1, -1 );
1055 normals[6] = Vector3( 1, -1, 1 );
1056 normals[7] = Vector3( -1, -1, 1 );
1058 outerNormals[0] = Vector3( 0, 1, 0 );
1059 outerNormals[1] = Vector3( -1, 0, 0 );
1060 outerNormals[2] = Vector3( 0, 0, -1 );
1061 outerNormals[3] = Vector3( 1, 0, 0 );
1062 outerNormals[4] = Vector3( 0, 0, 1 );
1063 outerNormals[5] = Vector3( 0, -1, 0 );
1065 //Loop through top faces.
1066 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1070 //End, so loop around.
1071 vertices[vertexIndex ].position = positions[0];
1072 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1073 vertices[vertexIndex + 1].position = positions[1];
1074 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1075 vertices[vertexIndex + 2].position = positions[i + 1];
1076 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1080 vertices[vertexIndex ].position = positions[0];
1081 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1082 vertices[vertexIndex + 1].position = positions[i + 2];
1083 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1084 vertices[vertexIndex + 2].position = positions[i + 1];
1085 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1089 //Loop through bottom faces.
1090 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1094 //End, so loop around.
1095 vertices[vertexIndex ].position = positions[5];
1096 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1097 vertices[vertexIndex + 1].position = positions[i + 1];
1098 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1099 vertices[vertexIndex + 2].position = positions[1];
1100 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1104 vertices[vertexIndex ].position = positions[5];
1105 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1106 vertices[vertexIndex + 1].position = positions[i + 1];
1107 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1108 vertices[vertexIndex + 2].position = positions[i + 2];
1109 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1114 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1116 int numTriangles = 8;
1117 int numIndices = numTriangles * 3;
1119 indices.Resize( numIndices );
1121 for( unsigned short i = 0; i < numIndices; i++ )
1127 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1128 float bevelPercentage, float bevelSmoothness )
1130 int numPositions = 24;
1132 int numOuterFaces = 6;
1133 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1134 int vertexIndex = 0; //Track progress through vertices.
1135 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1137 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1138 float bevelScale = 1.0 - bevelPercentage;
1139 float bevelAmount = 0.5 * bevelScale * minDimension;
1141 float outerX = 0.5 * dimensions.x;
1142 float outerY = 0.5 * dimensions.y;
1143 float outerZ = 0.5 * dimensions.z;
1145 float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
1146 float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
1147 float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
1149 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1150 positions.Resize( numPositions );
1151 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1152 normals.Resize( numFaces );
1153 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1154 outerNormals.Resize( numOuterFaces );
1155 vertices.Resize( numVertices );
1157 //Topmost face positions.
1158 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1159 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1160 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1161 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1163 //Second layer positions.
1164 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1165 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1166 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1167 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1168 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1169 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1170 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1171 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1173 //Third layer positions.
1174 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1175 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1176 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1177 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1178 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1179 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1180 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1181 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1183 //Bottom-most face positions.
1184 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1185 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1186 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1187 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1190 normals[0 ] = Vector3( 0, 1, 0 );
1192 //Top slope normals.
1193 normals[1 ] = Vector3( -1, 1, -1 );
1194 normals[2 ] = Vector3( 0, 1, -1 );
1195 normals[3 ] = Vector3( 1, 1, -1 );
1196 normals[4 ] = Vector3( 1, 1, 0 );
1197 normals[5 ] = Vector3( 1, 1, 1 );
1198 normals[6 ] = Vector3( 0, 1, 1 );
1199 normals[7 ] = Vector3( -1, 1, 1 );
1200 normals[8 ] = Vector3( -1, 1, 0 );
1203 normals[9 ] = Vector3( -1, 0, -1 );
1204 normals[10] = Vector3( 0, 0, -1 );
1205 normals[11] = Vector3( 1, 0, -1 );
1206 normals[12] = Vector3( 1, 0, 0 );
1207 normals[13] = Vector3( 1, 0, 1 );
1208 normals[14] = Vector3( 0, 0, 1 );
1209 normals[15] = Vector3( -1, 0, 1 );
1210 normals[16] = Vector3( -1, 0, 0 );
1212 //Bottom slope normals.
1213 normals[17] = Vector3( -1, -1, -1 );
1214 normals[18] = Vector3( 0, -1, -1 );
1215 normals[19] = Vector3( 1, -1, -1 );
1216 normals[20] = Vector3( 1, -1, 0 );
1217 normals[21] = Vector3( 1, -1, 1 );
1218 normals[22] = Vector3( 0, -1, 1 );
1219 normals[23] = Vector3( -1, -1, 1 );
1220 normals[24] = Vector3( -1, -1, 0 );
1222 //Bottom face normal.
1223 normals[25] = Vector3( 0, -1, 0 );
1225 //Top, back, right, front, left and bottom faces, respectively.
1226 outerNormals[0] = Vector3( 0, 1, 0 );
1227 outerNormals[1] = Vector3( 0, 0, -1 );
1228 outerNormals[2] = Vector3( 1, 0, 0 );
1229 outerNormals[3] = Vector3( 0, 0, 1 );
1230 outerNormals[4] = Vector3( -1, 0, 0 );
1231 outerNormals[5] = Vector3( 0, -1, 0 );
1233 //Topmost face vertices.
1234 for( int i = 0; i < 4; i++, vertexIndex++ )
1236 vertices[vertexIndex].position = positions[i];
1237 vertices[vertexIndex].normal = normals[normalIndex];
1242 //Top slope vertices.
1243 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1246 vertices[vertexIndex ].position = positions[i];
1247 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1248 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1249 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1250 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1251 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1256 //End, so loop around.
1257 vertices[vertexIndex + 3].position = positions[i];
1258 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1259 vertices[vertexIndex + 4].position = positions[0];
1260 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1261 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1262 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1263 vertices[vertexIndex + 6].position = positions[4];
1264 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1268 vertices[vertexIndex + 3].position = positions[i];
1269 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1270 vertices[vertexIndex + 4].position = positions[i + 1];
1271 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1272 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1273 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1274 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1275 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1279 int secondCycleBeginning = 4;
1280 int thirdCycleBeginning = secondCycleBeginning + 8;
1281 int bottomCycleBeginning = thirdCycleBeginning + 8;
1284 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1288 //End, so loop around.
1289 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1290 vertices[vertexIndex ].normal = normals[normalIndex];
1291 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1292 vertices[vertexIndex + 1].normal = normals[normalIndex];
1293 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1294 vertices[vertexIndex + 2].normal = normals[normalIndex];
1295 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1296 vertices[vertexIndex + 3].normal = normals[normalIndex];
1298 else if( (i % 2) == 0 )
1300 //'even' faces are corner ones, and need smoothing.
1301 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1302 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1303 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1304 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1305 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1306 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1307 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1308 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1312 //'odd' faces are outer ones, and so don't need smoothing.
1313 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1314 vertices[vertexIndex ].normal = normals[normalIndex];
1315 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1316 vertices[vertexIndex + 1].normal = normals[normalIndex];
1317 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1318 vertices[vertexIndex + 2].normal = normals[normalIndex];
1319 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1320 vertices[vertexIndex + 3].normal = normals[normalIndex];
1324 //Bottom slope vertices.
1325 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1328 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1329 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1330 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1331 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1332 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1333 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1338 //End, so loop around.
1339 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1340 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1341 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1342 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1343 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1344 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1345 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1346 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1350 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1351 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1352 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1353 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1354 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1355 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1356 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1357 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1361 //Bottom-most face vertices.
1362 for( int i = 0; i < 4; i++, vertexIndex++ )
1364 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1365 vertices[vertexIndex].normal = normals[normalIndex];
1371 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1373 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1374 int indiceIndex = 0; //Track progress through indices.
1375 int vertexIndex = 0; //Track progress through vertices as they're processed.
1377 indices.Resize( 3 * numTriangles );
1380 indices[indiceIndex ] = vertexIndex;
1381 indices[indiceIndex + 1] = vertexIndex + 2;
1382 indices[indiceIndex + 2] = vertexIndex + 1;
1383 indices[indiceIndex + 3] = vertexIndex + 0;
1384 indices[indiceIndex + 4] = vertexIndex + 3;
1385 indices[indiceIndex + 5] = vertexIndex + 2;
1390 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1393 indices[indiceIndex ] = vertexIndex;
1394 indices[indiceIndex + 1] = vertexIndex + 2;
1395 indices[indiceIndex + 2] = vertexIndex + 1;
1398 indices[indiceIndex + 3] = vertexIndex + 3;
1399 indices[indiceIndex + 4] = vertexIndex + 4;
1400 indices[indiceIndex + 5] = vertexIndex + 5;
1401 indices[indiceIndex + 6] = vertexIndex + 4;
1402 indices[indiceIndex + 7] = vertexIndex + 6;
1403 indices[indiceIndex + 8] = vertexIndex + 5;
1407 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1409 indices[indiceIndex ] = vertexIndex;
1410 indices[indiceIndex + 1] = vertexIndex + 1;
1411 indices[indiceIndex + 2] = vertexIndex + 2;
1412 indices[indiceIndex + 3] = vertexIndex + 1;
1413 indices[indiceIndex + 4] = vertexIndex + 3;
1414 indices[indiceIndex + 5] = vertexIndex + 2;
1418 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1421 indices[indiceIndex ] = vertexIndex;
1422 indices[indiceIndex + 1] = vertexIndex + 1;
1423 indices[indiceIndex + 2] = vertexIndex + 2;
1426 indices[indiceIndex + 3] = vertexIndex + 3;
1427 indices[indiceIndex + 4] = vertexIndex + 4;
1428 indices[indiceIndex + 5] = vertexIndex + 5;
1429 indices[indiceIndex + 6] = vertexIndex + 4;
1430 indices[indiceIndex + 7] = vertexIndex + 6;
1431 indices[indiceIndex + 8] = vertexIndex + 5;
1435 indices[indiceIndex ] = vertexIndex;
1436 indices[indiceIndex + 1] = vertexIndex + 1;
1437 indices[indiceIndex + 2] = vertexIndex + 2;
1438 indices[indiceIndex + 3] = vertexIndex + 0;
1439 indices[indiceIndex + 4] = vertexIndex + 2;
1440 indices[indiceIndex + 5] = vertexIndex + 3;
1445 } // namespace Internal
1447 } // namespace Toolkit