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, const Property::Map& properties )
183 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
184 primitiveVisualPtr->SetProperties( properties );
185 return primitiveVisualPtr;
188 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
189 : Visual::Base( factoryCache ),
190 mColor( DEFAULT_COLOR ),
191 mScaleDimensions( Vector3::ONE ),
192 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
193 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
194 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
195 mScaleRadius( DEFAULT_SCALE_RADIUS ),
196 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
197 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
198 mSlices( DEFAULT_SLICES ),
199 mStacks( DEFAULT_STACKS ),
200 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
204 PrimitiveVisual::~PrimitiveVisual()
208 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
210 //Find out which shape to renderer.
211 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
212 if( primitiveTypeValue )
214 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
218 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
221 //Read in other potential properties.
223 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
224 if( color && !color->Get( mColor ) )
226 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
229 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
232 if( slices->Get( mSlices ) )
235 if( mSlices > MAX_PARTITIONS )
237 mSlices = MAX_PARTITIONS;
238 DALI_LOG_WARNING( "Value for slices clamped.\n" );
240 else if ( mSlices < MIN_SLICES )
242 mSlices = MIN_SLICES;
243 DALI_LOG_WARNING( "Value for slices clamped.\n" );
248 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
252 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
255 if( stacks->Get( mStacks ) )
258 if( mStacks > MAX_PARTITIONS )
260 mStacks = MAX_PARTITIONS;
261 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
263 else if ( mStacks < MIN_STACKS )
265 mStacks = MIN_STACKS;
266 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
271 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
275 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
276 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
278 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
281 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
282 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
284 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
287 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
288 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
290 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
293 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
294 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
296 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
299 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
302 if( dimensions->Get( mScaleDimensions ) )
304 //If any dimension is invalid, set it to a sensible default.
305 if( mScaleDimensions.x <= 0.0 )
307 mScaleDimensions.x = 1.0;
308 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
310 if( mScaleDimensions.y <= 0.0 )
312 mScaleDimensions.y = 1.0;
313 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
315 if( mScaleDimensions.z <= 0.0 )
317 mScaleDimensions.z = 1.0;
318 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
323 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
327 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
330 if( bevel->Get( mBevelPercentage ) )
333 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
335 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
336 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
338 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
340 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
341 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
346 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
350 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
353 if( smoothness->Get( mBevelSmoothness ) )
356 if( mBevelSmoothness < MIN_SMOOTHNESS )
358 mBevelSmoothness = MIN_SMOOTHNESS;
359 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
361 else if( mBevelSmoothness > MAX_SMOOTHNESS )
363 mBevelSmoothness = MAX_SMOOTHNESS;
364 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
369 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
373 //Read in light position.
374 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
377 if( !lightPosition->Get( mLightPosition ) )
379 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
380 mLightPosition = Vector3::ZERO;
385 //Default behaviour is to place the light directly in front of the object,
386 // at a reasonable distance to light everything on screen.
387 Stage stage = Stage::GetCurrent();
389 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
393 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
400 naturalSize.x = mObjectDimensions.x;
401 naturalSize.y = mObjectDimensions.y;
404 void PrimitiveVisual::DoSetOnStage( Actor& actor )
406 InitializeRenderer();
408 actor.AddRenderer( mImpl->mRenderer );
411 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
414 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
415 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
416 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
417 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
418 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
419 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
420 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
421 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
422 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
423 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
424 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
425 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
426 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
429 void PrimitiveVisual::OnSetTransform()
431 if( mImpl->mRenderer )
433 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
437 void PrimitiveVisual::InitializeRenderer()
449 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
450 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
452 //Register transform properties
453 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
456 void PrimitiveVisual::UpdateShaderUniforms()
458 Stage stage = Stage::GetCurrent();
459 float width = stage.GetSize().width;
460 float height = stage.GetSize().height;
462 //Flip model to account for DALi starting with (0, 0) at the top left.
464 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
466 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
467 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
468 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
469 DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
470 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
473 void PrimitiveVisual::CreateShader()
475 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
476 UpdateShaderUniforms();
479 void PrimitiveVisual::CreateGeometry()
481 Dali::Vector<Vertex> vertices;
482 Dali::Vector<unsigned short> indices;
484 switch( mPrimitiveType )
486 case Toolkit::PrimitiveVisual::Shape::SPHERE:
488 CreateSphere( vertices, indices, mSlices, mStacks );
491 case Toolkit::PrimitiveVisual::Shape::CONE:
493 //Create a conic with zero top radius.
494 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
497 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
499 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
502 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
504 //Create a conic with equal radii on the top and bottom.
505 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
508 case Toolkit::PrimitiveVisual::Shape::CUBE:
510 //Create a cube by creating a bevelled cube with minimum bevel.
511 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
514 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
516 //Create an octahedron by creating a bevelled cube with maximum bevel.
517 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
520 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
522 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
527 mGeometry = Geometry::New();
530 Property::Map vertexFormat;
531 vertexFormat[POSITION] = Property::VECTOR3;
532 vertexFormat[NORMAL] = Property::VECTOR3;
533 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
534 surfaceVertices.SetData( &vertices[0], vertices.Size() );
536 mGeometry.AddVertexBuffer( surfaceVertices );
538 //Indices for triangle formulation
539 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
542 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
544 ComputeSphereVertices( vertices, slices, stacks );
545 FormSphereTriangles( indices, slices, stacks );
547 mObjectDimensions = Vector3::ONE;
550 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
551 float scaleBottomRadius, float scaleHeight, int slices )
553 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
554 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
556 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
557 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
558 float yDimension = scaleHeight;
559 float largestDimension = std::max( xDimension, yDimension );
561 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
562 xDimension / largestDimension );
565 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
566 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
568 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
569 dimensions = dimensions / maxDimension;
571 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
573 ComputeCubeVertices( vertices, dimensions );
574 FormCubeTriangles( indices );
576 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
578 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
579 FormOctahedronTriangles( indices );
581 else //In between, form a bevelled cube.
583 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
584 FormBevelledCubeTriangles( indices );
587 mObjectDimensions = dimensions;
590 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
598 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
600 sinTable.Resize( divisions );
601 cosTable.Resize( divisions );
603 for( int i = 0; i < divisions; i++ )
605 sinTable[i] = sin( angleDivision * i );
606 cosTable[i] = cos( angleDivision * i );
610 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
612 //Tables for calculating slices angles and stacks angles, respectively.
613 Vector<float> sinTable1;
614 Vector<float> cosTable1;
615 Vector<float> sinTable2;
616 Vector<float> cosTable2;
618 ComputeCircleTables( sinTable1, cosTable1, slices, false );
619 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
621 int numVertices = slices * ( stacks - 1 ) + 2;
622 vertices.Resize( numVertices );
624 int vertexIndex = 0; //Track progress through vertices.
630 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
631 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
635 for( int i = 1; i < stacks; i++ )
637 for( int j = 0; j < slices; j++, vertexIndex++ )
639 x = cosTable1[j] * sinTable2[i];
641 z = sinTable1[j] * sinTable2[i];
643 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
644 vertices[vertexIndex].normal = Vector3( x, y, z );
649 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
650 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
653 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
657 //Set indices to placeholder "error" values.
658 //This will display nothing, which is the expected behaviour for this edge case.
663 int numTriangles = 2 * slices * ( stacks - 1 );
665 indices.Resize( 3 * numTriangles );
667 int indiceIndex = 0; //Used to keep track of progress through indices.
668 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
669 int currentCycleBeginning = 1 + slices;
671 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
672 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
674 indices[indiceIndex] = 0;
677 //End, so loop around.
678 indices[indiceIndex + 1] = 1;
682 indices[indiceIndex + 1] = i + 1;
684 indices[indiceIndex + 2] = i;
687 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
688 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
690 for( int j = 0; j < slices; j++, indiceIndex += 6 )
692 if( j == slices - 1 )
694 //End, so loop around.
695 indices[indiceIndex] = previousCycleBeginning + j;
696 indices[indiceIndex + 1] = previousCycleBeginning;
697 indices[indiceIndex + 2] = currentCycleBeginning + j;
698 indices[indiceIndex + 3] = currentCycleBeginning + j;
699 indices[indiceIndex + 4] = previousCycleBeginning;
700 indices[indiceIndex + 5] = currentCycleBeginning;
704 indices[indiceIndex] = previousCycleBeginning + j;
705 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
706 indices[indiceIndex + 2] = currentCycleBeginning + j;
707 indices[indiceIndex + 3] = currentCycleBeginning + j;
708 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
709 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
714 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
715 for( int i = 0; i < slices; i++, indiceIndex += 3 )
717 indices[indiceIndex] = previousCycleBeginning + slices;
718 indices[indiceIndex + 1] = previousCycleBeginning + i;
719 if( i == slices - 1 )
721 //End, so loop around.
722 indices[indiceIndex + 2] = previousCycleBeginning;
726 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
731 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
732 float scaleBottomRadius, float scaleHeight, int slices )
734 int vertexIndex = 0; //Track progress through vertices.
735 Vector<float> sinTable;
736 Vector<float> cosTable;
738 ComputeCircleTables( sinTable, cosTable, slices, false );
740 int numVertices = 2; //Always will have one at the top and one at the bottom.
742 //Add vertices for each circle. Need two per point for different face normals.
743 if( scaleTopRadius > 0.0 )
745 numVertices += 2 * slices;
747 if( scaleBottomRadius > 0.0 )
749 numVertices += 2 * slices;
752 vertices.Resize( numVertices );
755 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
756 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
757 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
758 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
760 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
762 float y = scaleHeight / biggestObjectDimension / 2.0f;
766 vertices[0].position = Vector3( 0, y, 0 );
767 vertices[0].normal = Vector3( 0, 1, 0 );
771 if( scaleTopRadius > 0.0 )
773 //Loop around the circle.
774 for( int i = 0; i < slices; i++, vertexIndex++ )
776 x = sinTable[i] * scaleTopRadius;
777 z = cosTable[i] * scaleTopRadius;
779 //Upward-facing normal.
780 vertices[vertexIndex].position = Vector3( x, y, z );
781 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
783 //Outward-facing normal.
784 vertices[vertexIndex + slices].position = Vector3( x, y, z );
785 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
788 vertexIndex += slices;
792 if( scaleBottomRadius > 0.0 )
794 //Loop around the circle.
795 for( int i = 0; i < slices; i++, vertexIndex++ )
797 x = sinTable[i] * scaleBottomRadius;
798 z = cosTable[i] * scaleBottomRadius;
800 //Outward-facing normal.
801 vertices[vertexIndex].position = Vector3( x, -y, z );
802 vertices[vertexIndex].normal = Vector3( x, 0, z );
804 //Downward-facing normal.
805 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
806 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
809 vertexIndex += slices;
813 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
814 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
818 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
819 float scaleBottomRadius, int slices )
821 int indiceIndex = 0; //Track progress through indices.
822 int numTriangles = 0;
823 bool coneTop = scaleTopRadius <= 0.0;
824 bool coneBottom = scaleBottomRadius <= 0.0;
826 if( coneTop && coneBottom )
828 //Set indices to placeholder "error" values.
829 //This will display nothing, which is the expected behaviour for this edge case.
836 numTriangles += 2 * slices;
840 numTriangles += 2 * slices;
843 indices.Resize( 3 * numTriangles );
845 //Switch on the type of conic we have.
846 if( !coneTop && !coneBottom )
848 //Top circle. Start at index of first outer point and go around.
849 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
851 indices[indiceIndex] = 0;
852 indices[indiceIndex + 1] = i;
855 //End, so loop around.
856 indices[indiceIndex + 2] = 1;
860 indices[indiceIndex + 2] = i + 1;
864 int topCycleBeginning = slices + 1;
865 int bottomCycleBeginning = topCycleBeginning + slices;
868 for( int i = 0; i < slices; i++, indiceIndex += 6 )
870 if( i == slices - 1 )
872 //End, so loop around.
873 indices[indiceIndex] = topCycleBeginning + i;
874 indices[indiceIndex + 1] = bottomCycleBeginning + i;
875 indices[indiceIndex + 2] = topCycleBeginning;
876 indices[indiceIndex + 3] = bottomCycleBeginning + i;
877 indices[indiceIndex + 4] = bottomCycleBeginning;
878 indices[indiceIndex + 5] = topCycleBeginning;
882 indices[indiceIndex] = topCycleBeginning + i;
883 indices[indiceIndex + 1] = bottomCycleBeginning + i;
884 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
885 indices[indiceIndex + 3] = bottomCycleBeginning + i;
886 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
887 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
891 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
894 for( int i = 0; i < slices; i++, indiceIndex += 3 )
896 indices[indiceIndex] = bottomFaceCycleBeginning;
897 if( i == slices - 1 )
899 //End, so loop around.
900 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
904 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
906 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
909 else if( !coneTop || !coneBottom )
911 //Top circle/edges. Start at index of first outer point and go around.
912 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
914 indices[indiceIndex] = 0;
915 indices[indiceIndex + 1] = i;
918 //End, so loop around.
919 indices[indiceIndex + 2] = 1;
923 indices[indiceIndex + 2] = i + 1;
927 //Bottom circle/edges. Start at index of first outer point and go around.
928 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
930 indices[indiceIndex] = 2 * slices + 1;
933 //End, so loop around.
934 indices[indiceIndex + 1] = slices + 1;
938 indices[indiceIndex + 1] = slices + i + 1;
940 indices[indiceIndex + 2] = slices + i;
945 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
947 int numVertices = 4 * 6; //Four per face.
948 int vertexIndex = 0; //Tracks progress through vertices.
949 float scaledX = 0.5 * dimensions.x;
950 float scaledY = 0.5 * dimensions.y;
951 float scaledZ = 0.5 * dimensions.z;
953 vertices.Resize( numVertices );
955 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
957 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
960 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
961 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
962 positions[2] = Vector3( scaledX, scaledY, scaledZ );
963 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
964 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
965 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
966 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
967 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
969 normals[0] = Vector3( 0, 1, 0 );
970 normals[1] = Vector3( 0, 0, -1 );
971 normals[2] = Vector3( 1, 0, 0 );
972 normals[3] = Vector3( 0, 0, 1 );
973 normals[4] = Vector3( -1, 0, 0 );
974 normals[5] = Vector3( 0, -1, 0 );
976 //Top face, upward normals.
977 for( int i = 0; i < 4; i++, vertexIndex++ )
979 vertices[vertexIndex].position = positions[i];
980 vertices[vertexIndex].normal = normals[0];
983 //Top face, outward normals.
984 for( int i = 0; i < 4; i++, vertexIndex += 2 )
986 vertices[vertexIndex].position = positions[i];
987 vertices[vertexIndex].normal = normals[i + 1];
991 //End, so loop around.
992 vertices[vertexIndex + 1].position = positions[0];
996 vertices[vertexIndex + 1].position = positions[i + 1];
998 vertices[vertexIndex + 1].normal = normals[i + 1];
1001 //Bottom face, outward normals.
1002 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1004 vertices[vertexIndex].position = positions[i + 4];
1005 vertices[vertexIndex].normal = normals[i + 1];
1009 //End, so loop around.
1010 vertices[vertexIndex + 1].position = positions[4];
1014 vertices[vertexIndex + 1].position = positions[i + 5];
1016 vertices[vertexIndex + 1].normal = normals[i + 1];
1019 //Bottom face, downward normals.
1020 for( int i = 0; i < 4; i++, vertexIndex++ )
1022 vertices[vertexIndex].position = positions[i + 4];
1023 vertices[vertexIndex].normal = normals[5];
1028 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1030 int numTriangles = 12;
1031 int triangleIndex = 0; //Track progress through indices.
1033 indices.Resize( 3 * numTriangles );
1036 indices[triangleIndex] = 0;
1037 indices[triangleIndex + 1] = 2;
1038 indices[triangleIndex + 2] = 1;
1039 indices[triangleIndex + 3] = 2;
1040 indices[triangleIndex + 4] = 0;
1041 indices[triangleIndex + 5] = 3;
1044 int topFaceStart = 4;
1045 int bottomFaceStart = 12;
1048 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1050 indices[triangleIndex ] = i + topFaceStart;
1051 indices[triangleIndex + 1] = i + topFaceStart + 1;
1052 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1053 indices[triangleIndex + 3] = i + topFaceStart;
1054 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1055 indices[triangleIndex + 5] = i + bottomFaceStart;
1059 indices[triangleIndex] = 20;
1060 indices[triangleIndex + 1] = 21;
1061 indices[triangleIndex + 2] = 22;
1062 indices[triangleIndex + 3] = 22;
1063 indices[triangleIndex + 4] = 23;
1064 indices[triangleIndex + 5] = 20;
1067 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1069 int numVertices = 3 * 8; //Three per face
1070 int vertexIndex = 0; //Tracks progress through vertices.
1071 float scaledX = 0.5 * dimensions.x;
1072 float scaledY = 0.5 * dimensions.y;
1073 float scaledZ = 0.5 * dimensions.z;
1075 vertices.Resize( numVertices );
1077 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1078 positions.Resize(6);
1079 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1081 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1082 outerNormals.Resize( 6 );
1084 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1085 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1086 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1087 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1088 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1089 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1091 normals[0] = Vector3( -1, 1, -1 );
1092 normals[1] = Vector3( 1, 1, -1 );
1093 normals[2] = Vector3( 1, 1, 1 );
1094 normals[3] = Vector3( -1, 1, 1 );
1095 normals[4] = Vector3( -1, -1, -1 );
1096 normals[5] = Vector3( 1, -1, -1 );
1097 normals[6] = Vector3( 1, -1, 1 );
1098 normals[7] = Vector3( -1, -1, 1 );
1100 outerNormals[0] = Vector3( 0, 1, 0 );
1101 outerNormals[1] = Vector3( -1, 0, 0 );
1102 outerNormals[2] = Vector3( 0, 0, -1 );
1103 outerNormals[3] = Vector3( 1, 0, 0 );
1104 outerNormals[4] = Vector3( 0, 0, 1 );
1105 outerNormals[5] = Vector3( 0, -1, 0 );
1107 //Loop through top faces.
1108 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1112 //End, so loop around.
1113 vertices[vertexIndex ].position = positions[0];
1114 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1115 vertices[vertexIndex + 1].position = positions[1];
1116 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1117 vertices[vertexIndex + 2].position = positions[i + 1];
1118 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1122 vertices[vertexIndex ].position = positions[0];
1123 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1124 vertices[vertexIndex + 1].position = positions[i + 2];
1125 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1126 vertices[vertexIndex + 2].position = positions[i + 1];
1127 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1131 //Loop through bottom faces.
1132 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1136 //End, so loop around.
1137 vertices[vertexIndex ].position = positions[5];
1138 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1139 vertices[vertexIndex + 1].position = positions[i + 1];
1140 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1141 vertices[vertexIndex + 2].position = positions[1];
1142 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1146 vertices[vertexIndex ].position = positions[5];
1147 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1148 vertices[vertexIndex + 1].position = positions[i + 1];
1149 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1150 vertices[vertexIndex + 2].position = positions[i + 2];
1151 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1156 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1158 int numTriangles = 8;
1159 int numIndices = numTriangles * 3;
1161 indices.Resize( numIndices );
1163 for( unsigned short i = 0; i < numIndices; i++ )
1169 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1170 float bevelPercentage, float bevelSmoothness )
1172 int numPositions = 24;
1174 int numOuterFaces = 6;
1175 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1176 int vertexIndex = 0; //Track progress through vertices.
1177 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1179 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1180 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1182 //Distances from centre to outer edge points.
1183 float outerX = 0.5 * dimensions.x;
1184 float outerY = 0.5 * dimensions.y;
1185 float outerZ = 0.5 * dimensions.z;
1187 //Distances from centre to bevelled points.
1188 float bevelX = outerX - bevelAmount;
1189 float bevelY = outerY - bevelAmount;
1190 float bevelZ = outerZ - bevelAmount;
1192 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1193 positions.Resize( numPositions );
1194 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1195 normals.Resize( numFaces );
1196 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1197 outerNormals.Resize( numOuterFaces );
1198 vertices.Resize( numVertices );
1200 //Topmost face positions.
1201 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1202 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1203 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1204 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1206 //Second layer positions.
1207 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1208 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1209 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1210 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1211 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1212 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1213 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1214 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1216 //Third layer positions.
1217 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1218 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1219 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1220 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1221 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1222 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1223 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1224 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1226 //Bottom-most face positions.
1227 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1228 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1229 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1230 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1233 normals[0 ] = Vector3( 0, 1, 0 );
1235 //Top slope normals.
1236 normals[1 ] = Vector3( -1, 1, -1 );
1237 normals[2 ] = Vector3( 0, 1, -1 );
1238 normals[3 ] = Vector3( 1, 1, -1 );
1239 normals[4 ] = Vector3( 1, 1, 0 );
1240 normals[5 ] = Vector3( 1, 1, 1 );
1241 normals[6 ] = Vector3( 0, 1, 1 );
1242 normals[7 ] = Vector3( -1, 1, 1 );
1243 normals[8 ] = Vector3( -1, 1, 0 );
1246 normals[9 ] = Vector3( -1, 0, -1 );
1247 normals[10] = Vector3( 0, 0, -1 );
1248 normals[11] = Vector3( 1, 0, -1 );
1249 normals[12] = Vector3( 1, 0, 0 );
1250 normals[13] = Vector3( 1, 0, 1 );
1251 normals[14] = Vector3( 0, 0, 1 );
1252 normals[15] = Vector3( -1, 0, 1 );
1253 normals[16] = Vector3( -1, 0, 0 );
1255 //Bottom slope normals.
1256 normals[17] = Vector3( -1, -1, -1 );
1257 normals[18] = Vector3( 0, -1, -1 );
1258 normals[19] = Vector3( 1, -1, -1 );
1259 normals[20] = Vector3( 1, -1, 0 );
1260 normals[21] = Vector3( 1, -1, 1 );
1261 normals[22] = Vector3( 0, -1, 1 );
1262 normals[23] = Vector3( -1, -1, 1 );
1263 normals[24] = Vector3( -1, -1, 0 );
1265 //Bottom face normal.
1266 normals[25] = Vector3( 0, -1, 0 );
1268 //Top, back, right, front, left and bottom faces, respectively.
1269 outerNormals[0] = Vector3( 0, 1, 0 );
1270 outerNormals[1] = Vector3( 0, 0, -1 );
1271 outerNormals[2] = Vector3( 1, 0, 0 );
1272 outerNormals[3] = Vector3( 0, 0, 1 );
1273 outerNormals[4] = Vector3( -1, 0, 0 );
1274 outerNormals[5] = Vector3( 0, -1, 0 );
1276 //Topmost face vertices.
1277 for( int i = 0; i < 4; i++, vertexIndex++ )
1279 vertices[vertexIndex].position = positions[i];
1280 vertices[vertexIndex].normal = normals[normalIndex];
1285 //Top slope vertices.
1286 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1289 vertices[vertexIndex ].position = positions[i];
1290 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1291 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1292 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1293 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1294 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1299 //End, so loop around.
1300 vertices[vertexIndex + 3].position = positions[i];
1301 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1302 vertices[vertexIndex + 4].position = positions[0];
1303 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1304 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1305 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1306 vertices[vertexIndex + 6].position = positions[4];
1307 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1311 vertices[vertexIndex + 3].position = positions[i];
1312 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1313 vertices[vertexIndex + 4].position = positions[i + 1];
1314 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1315 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1316 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1317 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1318 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1322 int secondCycleBeginning = 4;
1323 int thirdCycleBeginning = secondCycleBeginning + 8;
1324 int bottomCycleBeginning = thirdCycleBeginning + 8;
1327 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1331 //End, so loop around.
1332 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1333 vertices[vertexIndex ].normal = normals[normalIndex];
1334 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1335 vertices[vertexIndex + 1].normal = normals[normalIndex];
1336 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1337 vertices[vertexIndex + 2].normal = normals[normalIndex];
1338 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1339 vertices[vertexIndex + 3].normal = normals[normalIndex];
1341 else if( (i % 2) == 0 )
1343 //'even' faces are corner ones, and need smoothing.
1344 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1345 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1346 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1347 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1348 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1349 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1350 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1351 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1355 //'odd' faces are outer ones, and so don't need smoothing.
1356 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1357 vertices[vertexIndex ].normal = normals[normalIndex];
1358 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1359 vertices[vertexIndex + 1].normal = normals[normalIndex];
1360 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1361 vertices[vertexIndex + 2].normal = normals[normalIndex];
1362 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1363 vertices[vertexIndex + 3].normal = normals[normalIndex];
1367 //Bottom slope vertices.
1368 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1371 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1372 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1373 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1374 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1375 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1376 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1381 //End, so loop around.
1382 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1383 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1384 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1385 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1386 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1387 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1388 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1389 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1393 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1394 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1395 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1396 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1397 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1398 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1399 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1400 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1404 //Bottom-most face vertices.
1405 for( int i = 0; i < 4; i++, vertexIndex++ )
1407 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1408 vertices[vertexIndex].normal = normals[normalIndex];
1414 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1416 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1417 int indiceIndex = 0; //Track progress through indices.
1418 int vertexIndex = 0; //Track progress through vertices as they're processed.
1420 indices.Resize( 3 * numTriangles );
1423 indices[indiceIndex ] = vertexIndex;
1424 indices[indiceIndex + 1] = vertexIndex + 2;
1425 indices[indiceIndex + 2] = vertexIndex + 1;
1426 indices[indiceIndex + 3] = vertexIndex + 0;
1427 indices[indiceIndex + 4] = vertexIndex + 3;
1428 indices[indiceIndex + 5] = vertexIndex + 2;
1433 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1436 indices[indiceIndex ] = vertexIndex;
1437 indices[indiceIndex + 1] = vertexIndex + 2;
1438 indices[indiceIndex + 2] = vertexIndex + 1;
1441 indices[indiceIndex + 3] = vertexIndex + 3;
1442 indices[indiceIndex + 4] = vertexIndex + 4;
1443 indices[indiceIndex + 5] = vertexIndex + 5;
1444 indices[indiceIndex + 6] = vertexIndex + 4;
1445 indices[indiceIndex + 7] = vertexIndex + 6;
1446 indices[indiceIndex + 8] = vertexIndex + 5;
1450 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1452 indices[indiceIndex ] = vertexIndex;
1453 indices[indiceIndex + 1] = vertexIndex + 1;
1454 indices[indiceIndex + 2] = vertexIndex + 2;
1455 indices[indiceIndex + 3] = vertexIndex + 1;
1456 indices[indiceIndex + 4] = vertexIndex + 3;
1457 indices[indiceIndex + 5] = vertexIndex + 2;
1461 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1464 indices[indiceIndex ] = vertexIndex;
1465 indices[indiceIndex + 1] = vertexIndex + 1;
1466 indices[indiceIndex + 2] = vertexIndex + 2;
1469 indices[indiceIndex + 3] = vertexIndex + 3;
1470 indices[indiceIndex + 4] = vertexIndex + 4;
1471 indices[indiceIndex + 5] = vertexIndex + 5;
1472 indices[indiceIndex + 6] = vertexIndex + 4;
1473 indices[indiceIndex + 7] = vertexIndex + 6;
1474 indices[indiceIndex + 8] = vertexIndex + 5;
1478 indices[indiceIndex ] = vertexIndex;
1479 indices[indiceIndex + 1] = vertexIndex + 1;
1480 indices[indiceIndex + 2] = vertexIndex + 2;
1481 indices[indiceIndex + 3] = vertexIndex + 0;
1482 indices[indiceIndex + 4] = vertexIndex + 2;
1483 indices[indiceIndex + 5] = vertexIndex + 3;
1488 } // namespace Internal
1490 } // namespace Toolkit