2 * Copyright (c) 2017 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 SLICES( "slices" );
60 const char * const STACKS( "stacks" );
61 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
62 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
63 const char * const SCALE_HEIGHT( "scaleHeight" );
64 const char * const SCALE_RADIUS( "scaleRadius" );
65 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
66 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
67 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
68 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
70 //Primitive property defaults
71 const int DEFAULT_SLICES = 128; ///< For spheres and conics
72 const int DEFAULT_STACKS = 128; ///< For spheres and conics
73 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
74 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
75 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
76 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
77 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
78 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
79 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
82 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
83 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
84 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
85 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
86 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
87 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
88 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
90 //Specific shape labels.
91 const char * const SPHERE_LABEL( "SPHERE" );
92 const char * const CONE_LABEL( "CONE" );
93 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
94 const char * const CYLINDER_LABEL( "CYLINDER" );
95 const char * const CUBE_LABEL( "CUBE" );
96 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
97 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
100 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
101 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
102 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
105 const char * const POSITION( "aPosition");
106 const char * const NORMAL( "aNormal" );
107 const char * const INDICES( "aIndices" );
109 //A simple shader that applies diffuse lighting to a mono-coloured object.
110 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
111 attribute highp vec3 aPosition;\n
112 attribute highp vec2 aTexCoord;\n
113 attribute highp vec3 aNormal;\n
114 varying mediump vec3 vIllumination;\n
115 uniform mediump vec3 uSize;\n
116 uniform mediump vec3 uObjectDimensions;\n
117 uniform mediump mat4 uMvpMatrix;\n
118 uniform mediump mat4 uModelView;\n
119 uniform mediump mat4 uViewMatrix;\n
120 uniform mediump mat3 uNormalMatrix;\n
121 uniform mediump mat4 uObjectMatrix;\n
122 uniform mediump vec3 lightPosition;\n
123 uniform mediump vec2 uStageOffset;\n
125 //Visual size and offset
126 uniform mediump vec2 offset;\n
127 uniform mediump vec2 size;\n
128 uniform mediump vec4 offsetSizeMode;\n
129 uniform mediump vec2 origin;\n
130 uniform mediump vec2 anchorPoint;\n
132 vec4 ComputeVertexPosition()\n
134 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
135 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
136 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
137 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
138 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
140 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
145 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
146 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
147 vertexPosition = uMvpMatrix * vertexPosition;\n
149 //Illumination in Model-View space - Transform attributes and uniforms\n
150 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
151 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
153 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
154 mvLightPosition = uViewMatrix * mvLightPosition;\n
155 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
157 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
158 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
160 gl_Position = vertexPosition;\n
164 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
165 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
166 precision mediump float;\n
167 varying mediump vec3 vIllumination;\n
168 uniform lowp vec4 uColor;\n
169 uniform lowp vec3 mixColor;\n
170 uniform lowp float opacity;\n
173 vec4 baseColor = vec4(mixColor, opacity) * uColor;\n
174 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
178 } // unnamed namespace
180 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
182 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
183 primitiveVisualPtr->SetProperties( properties );
184 return primitiveVisualPtr;
187 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
188 : Visual::Base( factoryCache ),
189 mScaleDimensions( Vector3::ONE ),
190 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
191 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
192 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
193 mScaleRadius( DEFAULT_SCALE_RADIUS ),
194 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
195 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
196 mSlices( DEFAULT_SLICES ),
197 mStacks( DEFAULT_STACKS ),
198 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
200 mImpl->mMixColor = DEFAULT_COLOR;
203 PrimitiveVisual::~PrimitiveVisual()
207 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
209 //Find out which shape to renderer.
210 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
211 if( primitiveTypeValue )
213 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
217 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
220 // By virtue of DoSetProperties being called last, this will override
221 // anything set by DevelVisual::Property::MIX_COLOR
222 Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
226 if( colorValue->Get( color ) )
228 Property::Type type = colorValue->GetType();
229 if( type == Property::VECTOR4 )
231 SetMixColor( color );
233 else if( type == Property::VECTOR3 )
235 Vector3 color3(color);
236 SetMixColor( color3 );
241 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
244 if( slices->Get( mSlices ) )
247 if( mSlices > MAX_PARTITIONS )
249 mSlices = MAX_PARTITIONS;
250 DALI_LOG_WARNING( "Value for slices clamped.\n" );
252 else if ( mSlices < MIN_SLICES )
254 mSlices = MIN_SLICES;
255 DALI_LOG_WARNING( "Value for slices clamped.\n" );
260 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
264 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
267 if( stacks->Get( mStacks ) )
270 if( mStacks > MAX_PARTITIONS )
272 mStacks = MAX_PARTITIONS;
273 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
275 else if ( mStacks < MIN_STACKS )
277 mStacks = MIN_STACKS;
278 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
283 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
287 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
288 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
290 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
293 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
294 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
296 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
299 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
300 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
302 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
305 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
306 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
308 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
311 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
314 if( dimensions->Get( mScaleDimensions ) )
316 //If any dimension is invalid, set it to a sensible default.
317 if( mScaleDimensions.x <= 0.0 )
319 mScaleDimensions.x = 1.0;
320 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
322 if( mScaleDimensions.y <= 0.0 )
324 mScaleDimensions.y = 1.0;
325 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
327 if( mScaleDimensions.z <= 0.0 )
329 mScaleDimensions.z = 1.0;
330 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
335 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
339 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
342 if( bevel->Get( mBevelPercentage ) )
345 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
347 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
348 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
350 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
352 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
353 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
358 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
362 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
365 if( smoothness->Get( mBevelSmoothness ) )
368 if( mBevelSmoothness < MIN_SMOOTHNESS )
370 mBevelSmoothness = MIN_SMOOTHNESS;
371 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
373 else if( mBevelSmoothness > MAX_SMOOTHNESS )
375 mBevelSmoothness = MAX_SMOOTHNESS;
376 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
381 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
385 //Read in light position.
386 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
389 if( !lightPosition->Get( mLightPosition ) )
391 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
392 mLightPosition = Vector3::ZERO;
397 //Default behaviour is to place the light directly in front of the object,
398 // at a reasonable distance to light everything on screen.
399 Stage stage = Stage::GetCurrent();
401 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
405 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
412 naturalSize.x = mObjectDimensions.x;
413 naturalSize.y = mObjectDimensions.y;
416 void PrimitiveVisual::DoSetOnStage( Actor& actor )
418 InitializeRenderer();
420 actor.AddRenderer( mImpl->mRenderer );
423 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
426 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
427 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
428 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
429 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
430 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
431 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
432 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
433 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
434 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
435 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
436 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
437 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
438 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
441 void PrimitiveVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
446 void PrimitiveVisual::OnSetTransform()
448 if( mImpl->mRenderer )
450 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
454 void PrimitiveVisual::InitializeRenderer()
466 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
467 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
469 // Register transform properties
470 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
472 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
475 void PrimitiveVisual::UpdateShaderUniforms()
477 Stage stage = Stage::GetCurrent();
478 float width = stage.GetSize().width;
479 float height = stage.GetSize().height;
481 //Flip model to account for DALi starting with (0, 0) at the top left.
483 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
485 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
486 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
487 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
488 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
491 void PrimitiveVisual::CreateShader()
493 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
494 UpdateShaderUniforms();
497 void PrimitiveVisual::CreateGeometry()
499 Dali::Vector<Vertex> vertices;
500 Dali::Vector<unsigned short> indices;
502 switch( mPrimitiveType )
504 case Toolkit::PrimitiveVisual::Shape::SPHERE:
506 CreateSphere( vertices, indices, mSlices, mStacks );
509 case Toolkit::PrimitiveVisual::Shape::CONE:
511 //Create a conic with zero top radius.
512 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
515 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
517 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
520 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
522 //Create a conic with equal radii on the top and bottom.
523 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
526 case Toolkit::PrimitiveVisual::Shape::CUBE:
528 //Create a cube by creating a bevelled cube with minimum bevel.
529 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
532 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
534 //Create an octahedron by creating a bevelled cube with maximum bevel.
535 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
538 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
540 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
545 mGeometry = Geometry::New();
548 Property::Map vertexFormat;
549 vertexFormat[POSITION] = Property::VECTOR3;
550 vertexFormat[NORMAL] = Property::VECTOR3;
551 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
552 surfaceVertices.SetData( &vertices[0], vertices.Size() );
554 mGeometry.AddVertexBuffer( surfaceVertices );
556 //Indices for triangle formulation
557 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
560 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
562 ComputeSphereVertices( vertices, slices, stacks );
563 FormSphereTriangles( indices, slices, stacks );
565 mObjectDimensions = Vector3::ONE;
568 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
569 float scaleBottomRadius, float scaleHeight, int slices )
571 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
572 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
574 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
575 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
576 float yDimension = scaleHeight;
577 float largestDimension = std::max( xDimension, yDimension );
579 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
580 xDimension / largestDimension );
583 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
584 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
586 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
587 dimensions = dimensions / maxDimension;
589 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
591 ComputeCubeVertices( vertices, dimensions );
592 FormCubeTriangles( indices );
594 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
596 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
597 FormOctahedronTriangles( indices );
599 else //In between, form a bevelled cube.
601 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
602 FormBevelledCubeTriangles( indices );
605 mObjectDimensions = dimensions;
608 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
616 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
618 sinTable.Resize( divisions );
619 cosTable.Resize( divisions );
621 for( int i = 0; i < divisions; i++ )
623 sinTable[i] = sin( angleDivision * i );
624 cosTable[i] = cos( angleDivision * i );
628 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
630 //Tables for calculating slices angles and stacks angles, respectively.
631 Vector<float> sinTable1;
632 Vector<float> cosTable1;
633 Vector<float> sinTable2;
634 Vector<float> cosTable2;
636 ComputeCircleTables( sinTable1, cosTable1, slices, false );
637 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
639 int numVertices = slices * ( stacks - 1 ) + 2;
640 vertices.Resize( numVertices );
642 int vertexIndex = 0; //Track progress through vertices.
648 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
649 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
653 for( int i = 1; i < stacks; i++ )
655 for( int j = 0; j < slices; j++, vertexIndex++ )
657 x = cosTable1[j] * sinTable2[i];
659 z = sinTable1[j] * sinTable2[i];
661 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
662 vertices[vertexIndex].normal = Vector3( x, y, z );
667 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
668 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
671 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
675 //Set indices to placeholder "error" values.
676 //This will display nothing, which is the expected behaviour for this edge case.
681 int numTriangles = 2 * slices * ( stacks - 1 );
683 indices.Resize( 3 * numTriangles );
685 int indiceIndex = 0; //Used to keep track of progress through indices.
686 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
687 int currentCycleBeginning = 1 + slices;
689 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
690 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
692 indices[indiceIndex] = 0;
695 //End, so loop around.
696 indices[indiceIndex + 1] = 1;
700 indices[indiceIndex + 1] = i + 1;
702 indices[indiceIndex + 2] = i;
705 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
706 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
708 for( int j = 0; j < slices; j++, indiceIndex += 6 )
710 if( j == slices - 1 )
712 //End, so loop around.
713 indices[indiceIndex] = previousCycleBeginning + j;
714 indices[indiceIndex + 1] = previousCycleBeginning;
715 indices[indiceIndex + 2] = currentCycleBeginning + j;
716 indices[indiceIndex + 3] = currentCycleBeginning + j;
717 indices[indiceIndex + 4] = previousCycleBeginning;
718 indices[indiceIndex + 5] = currentCycleBeginning;
722 indices[indiceIndex] = previousCycleBeginning + j;
723 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
724 indices[indiceIndex + 2] = currentCycleBeginning + j;
725 indices[indiceIndex + 3] = currentCycleBeginning + j;
726 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
727 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
732 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
733 for( int i = 0; i < slices; i++, indiceIndex += 3 )
735 indices[indiceIndex] = previousCycleBeginning + slices;
736 indices[indiceIndex + 1] = previousCycleBeginning + i;
737 if( i == slices - 1 )
739 //End, so loop around.
740 indices[indiceIndex + 2] = previousCycleBeginning;
744 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
749 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
750 float scaleBottomRadius, float scaleHeight, int slices )
752 int vertexIndex = 0; //Track progress through vertices.
753 Vector<float> sinTable;
754 Vector<float> cosTable;
756 ComputeCircleTables( sinTable, cosTable, slices, false );
758 int numVertices = 2; //Always will have one at the top and one at the bottom.
760 //Add vertices for each circle. Need two per point for different face normals.
761 if( scaleTopRadius > 0.0 )
763 numVertices += 2 * slices;
765 if( scaleBottomRadius > 0.0 )
767 numVertices += 2 * slices;
770 vertices.Resize( numVertices );
773 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
774 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
775 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
776 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
778 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
780 float y = scaleHeight / biggestObjectDimension / 2.0f;
784 vertices[0].position = Vector3( 0, y, 0 );
785 vertices[0].normal = Vector3( 0, 1, 0 );
789 if( scaleTopRadius > 0.0 )
791 //Loop around the circle.
792 for( int i = 0; i < slices; i++, vertexIndex++ )
794 x = sinTable[i] * scaleTopRadius;
795 z = cosTable[i] * scaleTopRadius;
797 //Upward-facing normal.
798 vertices[vertexIndex].position = Vector3( x, y, z );
799 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
801 //Outward-facing normal.
802 vertices[vertexIndex + slices].position = Vector3( x, y, z );
803 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
806 vertexIndex += slices;
810 if( scaleBottomRadius > 0.0 )
812 //Loop around the circle.
813 for( int i = 0; i < slices; i++, vertexIndex++ )
815 x = sinTable[i] * scaleBottomRadius;
816 z = cosTable[i] * scaleBottomRadius;
818 //Outward-facing normal.
819 vertices[vertexIndex].position = Vector3( x, -y, z );
820 vertices[vertexIndex].normal = Vector3( x, 0, z );
822 //Downward-facing normal.
823 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
824 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
827 vertexIndex += slices;
831 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
832 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
836 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
837 float scaleBottomRadius, int slices )
839 int indiceIndex = 0; //Track progress through indices.
840 int numTriangles = 0;
841 bool coneTop = scaleTopRadius <= 0.0;
842 bool coneBottom = scaleBottomRadius <= 0.0;
844 if( coneTop && coneBottom )
846 //Set indices to placeholder "error" values.
847 //This will display nothing, which is the expected behaviour for this edge case.
854 numTriangles += 2 * slices;
858 numTriangles += 2 * slices;
861 indices.Resize( 3 * numTriangles );
863 //Switch on the type of conic we have.
864 if( !coneTop && !coneBottom )
866 //Top circle. Start at index of first outer point and go around.
867 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
869 indices[indiceIndex] = 0;
870 indices[indiceIndex + 1] = i;
873 //End, so loop around.
874 indices[indiceIndex + 2] = 1;
878 indices[indiceIndex + 2] = i + 1;
882 int topCycleBeginning = slices + 1;
883 int bottomCycleBeginning = topCycleBeginning + slices;
886 for( int i = 0; i < slices; i++, indiceIndex += 6 )
888 if( i == slices - 1 )
890 //End, so loop around.
891 indices[indiceIndex] = topCycleBeginning + i;
892 indices[indiceIndex + 1] = bottomCycleBeginning + i;
893 indices[indiceIndex + 2] = topCycleBeginning;
894 indices[indiceIndex + 3] = bottomCycleBeginning + i;
895 indices[indiceIndex + 4] = bottomCycleBeginning;
896 indices[indiceIndex + 5] = topCycleBeginning;
900 indices[indiceIndex] = topCycleBeginning + i;
901 indices[indiceIndex + 1] = bottomCycleBeginning + i;
902 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
903 indices[indiceIndex + 3] = bottomCycleBeginning + i;
904 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
905 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
909 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
912 for( int i = 0; i < slices; i++, indiceIndex += 3 )
914 indices[indiceIndex] = bottomFaceCycleBeginning;
915 if( i == slices - 1 )
917 //End, so loop around.
918 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
922 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
924 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
927 else if( !coneTop || !coneBottom )
929 //Top circle/edges. Start at index of first outer point and go around.
930 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
932 indices[indiceIndex] = 0;
933 indices[indiceIndex + 1] = i;
936 //End, so loop around.
937 indices[indiceIndex + 2] = 1;
941 indices[indiceIndex + 2] = i + 1;
945 //Bottom circle/edges. Start at index of first outer point and go around.
946 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
948 indices[indiceIndex] = 2 * slices + 1;
951 //End, so loop around.
952 indices[indiceIndex + 1] = slices + 1;
956 indices[indiceIndex + 1] = slices + i + 1;
958 indices[indiceIndex + 2] = slices + i;
963 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
965 int numVertices = 4 * 6; //Four per face.
966 int vertexIndex = 0; //Tracks progress through vertices.
967 float scaledX = 0.5 * dimensions.x;
968 float scaledY = 0.5 * dimensions.y;
969 float scaledZ = 0.5 * dimensions.z;
971 vertices.Resize( numVertices );
973 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
975 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
978 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
979 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
980 positions[2] = Vector3( scaledX, scaledY, scaledZ );
981 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
982 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
983 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
984 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
985 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
987 normals[0] = Vector3( 0, 1, 0 );
988 normals[1] = Vector3( 0, 0, -1 );
989 normals[2] = Vector3( 1, 0, 0 );
990 normals[3] = Vector3( 0, 0, 1 );
991 normals[4] = Vector3( -1, 0, 0 );
992 normals[5] = Vector3( 0, -1, 0 );
994 //Top face, upward normals.
995 for( int i = 0; i < 4; i++, vertexIndex++ )
997 vertices[vertexIndex].position = positions[i];
998 vertices[vertexIndex].normal = normals[0];
1001 //Top face, outward normals.
1002 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1004 vertices[vertexIndex].position = positions[i];
1005 vertices[vertexIndex].normal = normals[i + 1];
1009 //End, so loop around.
1010 vertices[vertexIndex + 1].position = positions[0];
1014 vertices[vertexIndex + 1].position = positions[i + 1];
1016 vertices[vertexIndex + 1].normal = normals[i + 1];
1019 //Bottom face, outward normals.
1020 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1022 vertices[vertexIndex].position = positions[i + 4];
1023 vertices[vertexIndex].normal = normals[i + 1];
1027 //End, so loop around.
1028 vertices[vertexIndex + 1].position = positions[4];
1032 vertices[vertexIndex + 1].position = positions[i + 5];
1034 vertices[vertexIndex + 1].normal = normals[i + 1];
1037 //Bottom face, downward normals.
1038 for( int i = 0; i < 4; i++, vertexIndex++ )
1040 vertices[vertexIndex].position = positions[i + 4];
1041 vertices[vertexIndex].normal = normals[5];
1046 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1048 int numTriangles = 12;
1049 int triangleIndex = 0; //Track progress through indices.
1051 indices.Resize( 3 * numTriangles );
1054 indices[triangleIndex] = 0;
1055 indices[triangleIndex + 1] = 2;
1056 indices[triangleIndex + 2] = 1;
1057 indices[triangleIndex + 3] = 2;
1058 indices[triangleIndex + 4] = 0;
1059 indices[triangleIndex + 5] = 3;
1062 int topFaceStart = 4;
1063 int bottomFaceStart = 12;
1066 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1068 indices[triangleIndex ] = i + topFaceStart;
1069 indices[triangleIndex + 1] = i + topFaceStart + 1;
1070 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1071 indices[triangleIndex + 3] = i + topFaceStart;
1072 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1073 indices[triangleIndex + 5] = i + bottomFaceStart;
1077 indices[triangleIndex] = 20;
1078 indices[triangleIndex + 1] = 21;
1079 indices[triangleIndex + 2] = 22;
1080 indices[triangleIndex + 3] = 22;
1081 indices[triangleIndex + 4] = 23;
1082 indices[triangleIndex + 5] = 20;
1085 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1087 int numVertices = 3 * 8; //Three per face
1088 int vertexIndex = 0; //Tracks progress through vertices.
1089 float scaledX = 0.5 * dimensions.x;
1090 float scaledY = 0.5 * dimensions.y;
1091 float scaledZ = 0.5 * dimensions.z;
1093 vertices.Resize( numVertices );
1095 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1096 positions.Resize(6);
1097 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1099 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1100 outerNormals.Resize( 6 );
1102 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1103 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1104 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1105 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1106 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1107 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1109 normals[0] = Vector3( -1, 1, -1 );
1110 normals[1] = Vector3( 1, 1, -1 );
1111 normals[2] = Vector3( 1, 1, 1 );
1112 normals[3] = Vector3( -1, 1, 1 );
1113 normals[4] = Vector3( -1, -1, -1 );
1114 normals[5] = Vector3( 1, -1, -1 );
1115 normals[6] = Vector3( 1, -1, 1 );
1116 normals[7] = Vector3( -1, -1, 1 );
1118 outerNormals[0] = Vector3( 0, 1, 0 );
1119 outerNormals[1] = Vector3( -1, 0, 0 );
1120 outerNormals[2] = Vector3( 0, 0, -1 );
1121 outerNormals[3] = Vector3( 1, 0, 0 );
1122 outerNormals[4] = Vector3( 0, 0, 1 );
1123 outerNormals[5] = Vector3( 0, -1, 0 );
1125 //Loop through top faces.
1126 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1130 //End, so loop around.
1131 vertices[vertexIndex ].position = positions[0];
1132 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1133 vertices[vertexIndex + 1].position = positions[1];
1134 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1135 vertices[vertexIndex + 2].position = positions[i + 1];
1136 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1140 vertices[vertexIndex ].position = positions[0];
1141 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1142 vertices[vertexIndex + 1].position = positions[i + 2];
1143 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1144 vertices[vertexIndex + 2].position = positions[i + 1];
1145 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1149 //Loop through bottom faces.
1150 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1154 //End, so loop around.
1155 vertices[vertexIndex ].position = positions[5];
1156 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1157 vertices[vertexIndex + 1].position = positions[i + 1];
1158 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1159 vertices[vertexIndex + 2].position = positions[1];
1160 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1164 vertices[vertexIndex ].position = positions[5];
1165 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1166 vertices[vertexIndex + 1].position = positions[i + 1];
1167 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1168 vertices[vertexIndex + 2].position = positions[i + 2];
1169 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1174 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1176 int numTriangles = 8;
1177 int numIndices = numTriangles * 3;
1179 indices.Resize( numIndices );
1181 for( unsigned short i = 0; i < numIndices; i++ )
1187 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1188 float bevelPercentage, float bevelSmoothness )
1190 int numPositions = 24;
1192 int numOuterFaces = 6;
1193 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1194 int vertexIndex = 0; //Track progress through vertices.
1195 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1197 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1198 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1200 //Distances from centre to outer edge points.
1201 float outerX = 0.5 * dimensions.x;
1202 float outerY = 0.5 * dimensions.y;
1203 float outerZ = 0.5 * dimensions.z;
1205 //Distances from centre to bevelled points.
1206 float bevelX = outerX - bevelAmount;
1207 float bevelY = outerY - bevelAmount;
1208 float bevelZ = outerZ - bevelAmount;
1210 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1211 positions.Resize( numPositions );
1212 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1213 normals.Resize( numFaces );
1214 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1215 outerNormals.Resize( numOuterFaces );
1216 vertices.Resize( numVertices );
1218 //Topmost face positions.
1219 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1220 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1221 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1222 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1224 //Second layer positions.
1225 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1226 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1227 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1228 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1229 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1230 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1231 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1232 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1234 //Third layer positions.
1235 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1236 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1237 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1238 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1239 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1240 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1241 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1242 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1244 //Bottom-most face positions.
1245 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1246 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1247 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1248 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1251 normals[0 ] = Vector3( 0, 1, 0 );
1253 //Top slope normals.
1254 normals[1 ] = Vector3( -1, 1, -1 );
1255 normals[2 ] = Vector3( 0, 1, -1 );
1256 normals[3 ] = Vector3( 1, 1, -1 );
1257 normals[4 ] = Vector3( 1, 1, 0 );
1258 normals[5 ] = Vector3( 1, 1, 1 );
1259 normals[6 ] = Vector3( 0, 1, 1 );
1260 normals[7 ] = Vector3( -1, 1, 1 );
1261 normals[8 ] = Vector3( -1, 1, 0 );
1264 normals[9 ] = Vector3( -1, 0, -1 );
1265 normals[10] = Vector3( 0, 0, -1 );
1266 normals[11] = Vector3( 1, 0, -1 );
1267 normals[12] = Vector3( 1, 0, 0 );
1268 normals[13] = Vector3( 1, 0, 1 );
1269 normals[14] = Vector3( 0, 0, 1 );
1270 normals[15] = Vector3( -1, 0, 1 );
1271 normals[16] = Vector3( -1, 0, 0 );
1273 //Bottom slope normals.
1274 normals[17] = Vector3( -1, -1, -1 );
1275 normals[18] = Vector3( 0, -1, -1 );
1276 normals[19] = Vector3( 1, -1, -1 );
1277 normals[20] = Vector3( 1, -1, 0 );
1278 normals[21] = Vector3( 1, -1, 1 );
1279 normals[22] = Vector3( 0, -1, 1 );
1280 normals[23] = Vector3( -1, -1, 1 );
1281 normals[24] = Vector3( -1, -1, 0 );
1283 //Bottom face normal.
1284 normals[25] = Vector3( 0, -1, 0 );
1286 //Top, back, right, front, left and bottom faces, respectively.
1287 outerNormals[0] = Vector3( 0, 1, 0 );
1288 outerNormals[1] = Vector3( 0, 0, -1 );
1289 outerNormals[2] = Vector3( 1, 0, 0 );
1290 outerNormals[3] = Vector3( 0, 0, 1 );
1291 outerNormals[4] = Vector3( -1, 0, 0 );
1292 outerNormals[5] = Vector3( 0, -1, 0 );
1294 //Topmost face vertices.
1295 for( int i = 0; i < 4; i++, vertexIndex++ )
1297 vertices[vertexIndex].position = positions[i];
1298 vertices[vertexIndex].normal = normals[normalIndex];
1303 //Top slope vertices.
1304 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1307 vertices[vertexIndex ].position = positions[i];
1308 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1309 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1310 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1311 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1312 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1317 //End, so loop around.
1318 vertices[vertexIndex + 3].position = positions[i];
1319 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1320 vertices[vertexIndex + 4].position = positions[0];
1321 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1322 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1323 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1324 vertices[vertexIndex + 6].position = positions[4];
1325 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1329 vertices[vertexIndex + 3].position = positions[i];
1330 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1331 vertices[vertexIndex + 4].position = positions[i + 1];
1332 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1333 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1334 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1335 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1336 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1340 int secondCycleBeginning = 4;
1341 int thirdCycleBeginning = secondCycleBeginning + 8;
1342 int bottomCycleBeginning = thirdCycleBeginning + 8;
1345 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1349 //End, so loop around.
1350 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1351 vertices[vertexIndex ].normal = normals[normalIndex];
1352 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1353 vertices[vertexIndex + 1].normal = normals[normalIndex];
1354 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1355 vertices[vertexIndex + 2].normal = normals[normalIndex];
1356 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1357 vertices[vertexIndex + 3].normal = normals[normalIndex];
1359 else if( (i % 2) == 0 )
1361 //'even' faces are corner ones, and need smoothing.
1362 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1363 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1364 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1365 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1366 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1367 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1368 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1369 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1373 //'odd' faces are outer ones, and so don't need smoothing.
1374 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1375 vertices[vertexIndex ].normal = normals[normalIndex];
1376 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1377 vertices[vertexIndex + 1].normal = normals[normalIndex];
1378 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1379 vertices[vertexIndex + 2].normal = normals[normalIndex];
1380 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1381 vertices[vertexIndex + 3].normal = normals[normalIndex];
1385 //Bottom slope vertices.
1386 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1389 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1390 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1391 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1392 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1393 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1394 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1399 //End, so loop around.
1400 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1401 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1402 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1403 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1404 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1405 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1406 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1407 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1411 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1412 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1413 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1414 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1415 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1416 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1417 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1418 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1422 //Bottom-most face vertices.
1423 for( int i = 0; i < 4; i++, vertexIndex++ )
1425 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1426 vertices[vertexIndex].normal = normals[normalIndex];
1432 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1434 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1435 int indiceIndex = 0; //Track progress through indices.
1436 int vertexIndex = 0; //Track progress through vertices as they're processed.
1438 indices.Resize( 3 * numTriangles );
1441 indices[indiceIndex ] = vertexIndex;
1442 indices[indiceIndex + 1] = vertexIndex + 2;
1443 indices[indiceIndex + 2] = vertexIndex + 1;
1444 indices[indiceIndex + 3] = vertexIndex + 0;
1445 indices[indiceIndex + 4] = vertexIndex + 3;
1446 indices[indiceIndex + 5] = vertexIndex + 2;
1451 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1454 indices[indiceIndex ] = vertexIndex;
1455 indices[indiceIndex + 1] = vertexIndex + 2;
1456 indices[indiceIndex + 2] = vertexIndex + 1;
1459 indices[indiceIndex + 3] = vertexIndex + 3;
1460 indices[indiceIndex + 4] = vertexIndex + 4;
1461 indices[indiceIndex + 5] = vertexIndex + 5;
1462 indices[indiceIndex + 6] = vertexIndex + 4;
1463 indices[indiceIndex + 7] = vertexIndex + 6;
1464 indices[indiceIndex + 8] = vertexIndex + 5;
1468 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1470 indices[indiceIndex ] = vertexIndex;
1471 indices[indiceIndex + 1] = vertexIndex + 1;
1472 indices[indiceIndex + 2] = vertexIndex + 2;
1473 indices[indiceIndex + 3] = vertexIndex + 1;
1474 indices[indiceIndex + 4] = vertexIndex + 3;
1475 indices[indiceIndex + 5] = vertexIndex + 2;
1479 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1482 indices[indiceIndex ] = vertexIndex;
1483 indices[indiceIndex + 1] = vertexIndex + 1;
1484 indices[indiceIndex + 2] = vertexIndex + 2;
1487 indices[indiceIndex + 3] = vertexIndex + 3;
1488 indices[indiceIndex + 4] = vertexIndex + 4;
1489 indices[indiceIndex + 5] = vertexIndex + 5;
1490 indices[indiceIndex + 6] = vertexIndex + 4;
1491 indices[indiceIndex + 7] = vertexIndex + 6;
1492 indices[indiceIndex + 8] = vertexIndex + 5;
1496 indices[indiceIndex ] = vertexIndex;
1497 indices[indiceIndex + 1] = vertexIndex + 1;
1498 indices[indiceIndex + 2] = vertexIndex + 2;
1499 indices[indiceIndex + 3] = vertexIndex + 0;
1500 indices[indiceIndex + 4] = vertexIndex + 2;
1501 indices[indiceIndex + 5] = vertexIndex + 3;
1506 } // namespace Internal
1508 } // namespace Toolkit