2 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/scripting/enum-helper.h>
26 #include <dali/devel-api/scripting/scripting.h>
29 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
44 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
45 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
46 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
52 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
55 const char * const PRIMITIVE_SHAPE( "shape" );
56 const char * const SHAPE_COLOR( "shapeColor" );
57 const char * const SLICES( "slices" );
58 const char * const STACKS( "stacks" );
59 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
60 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
61 const char * const SCALE_HEIGHT( "scaleHeight" );
62 const char * const SCALE_RADIUS( "scaleRadius" );
63 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
64 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
65 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
66 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
68 //Primitive property defaults
69 const int DEFAULT_SLICES = 128; ///< For spheres and conics
70 const int DEFAULT_STACKS = 128; ///< For spheres and conics
71 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
72 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
73 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
74 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
75 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
76 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
77 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all.
80 const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics
81 const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics
82 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
83 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
84 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
85 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
86 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
88 //Specific shape labels.
89 const char * const SPHERE_LABEL( "SPHERE" );
90 const char * const CONE_LABEL( "CONE" );
91 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
92 const char * const CYLINDER_LABEL( "CYLINDER" );
93 const char * const CUBE_LABEL( "CUBE" );
94 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
95 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
98 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
99 const char * const COLOR_UNIFORM_NAME( "uColor" );
100 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
101 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
104 const char * const POSITION( "aPosition");
105 const char * const NORMAL( "aNormal" );
106 const char * const INDICES( "aIndices" );
108 //A simple shader that applies diffuse lighting to a mono-coloured object.
109 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
110 attribute highp vec3 aPosition;\n
111 attribute highp vec2 aTexCoord;\n
112 attribute highp vec3 aNormal;\n
113 varying mediump vec3 vIllumination;\n
114 uniform mediump vec3 uSize;\n
115 uniform mediump vec3 uObjectDimensions;\n
116 uniform mediump mat4 uMvpMatrix;\n
117 uniform mediump mat4 uModelView;\n
118 uniform mediump mat4 uViewMatrix;\n
119 uniform mediump mat3 uNormalMatrix;\n
120 uniform mediump mat4 uObjectMatrix;\n
121 uniform mediump vec3 lightPosition;\n
122 uniform mediump vec2 uStageOffset;\n
126 float xRatio = uSize.x / uObjectDimensions.x;\n
127 float yRatio = uSize.y / uObjectDimensions.y;\n
128 float scaleFactor = min( xRatio, yRatio );\n
130 vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n
131 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
132 vertexPosition = uMvpMatrix * vertexPosition;\n
134 //Illumination in Model-View space - Transform attributes and uniforms\n
135 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
136 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
138 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
139 mvLightPosition = uViewMatrix * mvLightPosition;\n
140 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
142 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
143 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
145 gl_Position = vertexPosition;\n
149 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
150 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
151 precision mediump float;\n
152 varying mediump vec3 vIllumination;\n
153 uniform lowp vec4 uColor;\n
157 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
163 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
164 : Visual::Base( factoryCache ),
165 mColor( DEFAULT_COLOR ),
166 mScaleDimensions( Vector3::ONE ),
167 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
168 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
169 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
170 mScaleRadius( DEFAULT_SCALE_RADIUS ),
171 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
172 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
173 mSlices( DEFAULT_SLICES ),
174 mStacks( DEFAULT_STACKS ),
175 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
179 PrimitiveVisual::~PrimitiveVisual()
183 void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
185 //Find out which shape to renderer.
186 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
187 if( primitiveTypeValue )
189 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
193 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
196 //Read in other potential properties.
198 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::COLOR, SHAPE_COLOR );
199 if( color && !color->Get( mColor ) )
201 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
204 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
207 if( slices->Get( mSlices ) )
210 if( mSlices > MAX_PARTITIONS )
212 mSlices = MAX_PARTITIONS;
214 else if ( mSlices < MIN_SLICES )
216 mSlices = MIN_SLICES;
221 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
225 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
228 if( stacks->Get( mStacks ) )
231 if( mStacks > MAX_PARTITIONS )
233 mStacks = MAX_PARTITIONS;
235 else if ( mStacks < MIN_STACKS )
237 mStacks = MIN_STACKS;
242 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
246 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
247 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
249 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
252 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
253 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
255 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
258 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
259 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
261 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
264 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
265 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
267 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
270 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
273 if( dimensions->Get( mScaleDimensions ) )
275 //If any dimension is invalid, set it to a sensible default.
276 if( mScaleDimensions.x <= 0.0 )
278 mScaleDimensions.x = 1.0;
280 if( mScaleDimensions.y <= 0.0 )
282 mScaleDimensions.y = 1.0;
284 if( mScaleDimensions.z <= 0.0 )
286 mScaleDimensions.z = 1.0;
291 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
295 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
298 if( bevel->Get( mBevelPercentage ) )
301 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
303 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
305 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
307 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
312 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
316 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
319 if( smoothness->Get( mBevelSmoothness ) )
322 if( mBevelSmoothness < MIN_SMOOTHNESS )
324 mBevelSmoothness = MIN_SMOOTHNESS;
326 else if( mBevelSmoothness > MAX_SMOOTHNESS )
328 mBevelSmoothness = MAX_SMOOTHNESS;
333 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
337 //Read in light position.
338 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
341 if( !lightPosition->Get( mLightPosition ) )
343 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
344 mLightPosition = Vector3::ZERO;
349 //Default behaviour is to place the light directly in front of the object,
350 // at a reasonable distance to light everything on screen.
351 Stage stage = Stage::GetCurrent();
353 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
357 void PrimitiveVisual::SetSize( const Vector2& size )
359 Visual::Base::SetSize( size );
361 // ToDo: renderer responds to the size change
364 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
366 naturalSize.x = mObjectDimensions.x;
367 naturalSize.y = mObjectDimensions.y;
370 void PrimitiveVisual::SetClipRect( const Rect<int>& clipRect )
372 Visual::Base::SetClipRect( clipRect );
374 //ToDo: renderer responds to the clipRect change
377 void PrimitiveVisual::SetOffset( const Vector2& offset )
379 //ToDo: renderer applies the offset
382 void PrimitiveVisual::DoSetOnStage( Actor& actor )
384 InitializeRenderer();
387 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
390 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
391 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
392 map.Insert( Toolkit::PrimitiveVisual::Property::COLOR, mColor );
393 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
394 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
395 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
396 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
397 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
398 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
399 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
400 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
401 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
402 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
405 void PrimitiveVisual::InitializeRenderer()
417 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
418 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
421 void PrimitiveVisual::UpdateShaderUniforms()
423 Stage stage = Stage::GetCurrent();
424 float width = stage.GetSize().width;
425 float height = stage.GetSize().height;
427 //Flip model to account for DALi starting with (0, 0) at the top left.
429 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
431 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
432 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
433 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
434 mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor );
435 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
438 void PrimitiveVisual::CreateShader()
440 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
441 UpdateShaderUniforms();
444 void PrimitiveVisual::CreateGeometry()
446 Dali::Vector<Vertex> vertices;
447 Dali::Vector<unsigned short> indices;
449 switch( mPrimitiveType )
451 case Toolkit::PrimitiveVisual::Shape::SPHERE:
453 CreateSphere( vertices, indices, mSlices, mStacks );
456 case Toolkit::PrimitiveVisual::Shape::CONE:
458 //Create a conic with zero top radius.
459 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
462 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
464 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
467 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
469 //Create a conic with equal radii on the top and bottom.
470 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
473 case Toolkit::PrimitiveVisual::Shape::CUBE:
475 //Create a cube by creating a bevelled cube with minimum bevel.
476 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
479 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
481 //Create an octahedron by creating a bevelled cube with maximum bevel.
482 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
485 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
487 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
492 mGeometry = Geometry::New();
495 Property::Map vertexFormat;
496 vertexFormat[POSITION] = Property::VECTOR3;
497 vertexFormat[NORMAL] = Property::VECTOR3;
498 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
499 surfaceVertices.SetData( &vertices[0], vertices.Size() );
501 mGeometry.AddVertexBuffer( surfaceVertices );
503 //Indices for triangle formulation
504 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
507 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
509 ComputeSphereVertices( vertices, slices, stacks );
510 FormSphereTriangles( indices, slices, stacks );
512 mObjectDimensions = Vector3::ONE;
515 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
516 float scaleBottomRadius, float scaleHeight, int slices )
518 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
519 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
521 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
522 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
523 float yDimension = scaleHeight;
524 float largestDimension = std::max( xDimension, yDimension );
526 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
527 xDimension / largestDimension );
530 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
531 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
533 dimensions.Normalize();
535 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
537 ComputeCubeVertices( vertices, dimensions );
538 FormCubeTriangles( indices );
540 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
542 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
543 FormOctahedronTriangles( indices );
545 else //In between, form a bevelled cube.
547 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
548 FormBevelledCubeTriangles( indices );
551 mObjectDimensions = dimensions;
554 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
562 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
564 sinTable.Resize( divisions );
565 cosTable.Resize( divisions );
567 for( int i = 0; i < divisions; i++ )
569 sinTable[i] = sin( angleDivision * i );
570 cosTable[i] = cos( angleDivision * i );
574 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
576 //Tables for calculating slices angles and stacks angles, respectively.
577 Vector<float> sinTable1;
578 Vector<float> cosTable1;
579 Vector<float> sinTable2;
580 Vector<float> cosTable2;
582 ComputeCircleTables( sinTable1, cosTable1, slices, false );
583 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
585 int numVertices = slices * ( stacks - 1 ) + 2;
586 vertices.Resize( numVertices );
588 int vertexIndex = 0; //Track progress through vertices.
594 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
595 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
599 for( int i = 1; i < stacks; i++ )
601 for( int j = 0; j < slices; j++, vertexIndex++ )
603 x = cosTable1[j] * sinTable2[i];
605 z = sinTable1[j] * sinTable2[i];
607 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
608 vertices[vertexIndex].normal = Vector3( x, y, z );
613 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
614 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
617 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
621 //Set indices to placeholder "error" values.
622 //This will display nothing, which is the expected behaviour for this edge case.
627 int numTriangles = 2 * slices * ( stacks - 1 );
629 indices.Resize( 3 * numTriangles );
631 int indiceIndex = 0; //Used to keep track of progress through indices.
632 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
633 int currentCycleBeginning = 1 + slices;
635 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
636 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
638 indices[indiceIndex] = 0;
641 //End, so loop around.
642 indices[indiceIndex + 1] = 1;
646 indices[indiceIndex + 1] = i + 1;
648 indices[indiceIndex + 2] = i;
651 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
652 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
654 for( int j = 0; j < slices; j++, indiceIndex += 6 )
656 if( j == slices - 1 )
658 //End, so loop around.
659 indices[indiceIndex] = previousCycleBeginning + j;
660 indices[indiceIndex + 1] = previousCycleBeginning;
661 indices[indiceIndex + 2] = currentCycleBeginning + j;
662 indices[indiceIndex + 3] = currentCycleBeginning + j;
663 indices[indiceIndex + 4] = previousCycleBeginning;
664 indices[indiceIndex + 5] = currentCycleBeginning;
668 indices[indiceIndex] = previousCycleBeginning + j;
669 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
670 indices[indiceIndex + 2] = currentCycleBeginning + j;
671 indices[indiceIndex + 3] = currentCycleBeginning + j;
672 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
673 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
678 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
679 for( int i = 0; i < slices; i++, indiceIndex += 3 )
681 indices[indiceIndex] = previousCycleBeginning + slices;
682 indices[indiceIndex + 1] = previousCycleBeginning + i;
683 if( i == slices - 1 )
685 //End, so loop around.
686 indices[indiceIndex + 2] = previousCycleBeginning;
690 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
695 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
696 float scaleBottomRadius, float scaleHeight, int slices )
698 int vertexIndex = 0; //Track progress through vertices.
699 Vector<float> sinTable;
700 Vector<float> cosTable;
702 ComputeCircleTables( sinTable, cosTable, slices, false );
704 int numVertices = 2; //Always will have one at the top and one at the bottom.
706 //Add vertices for each circle. Need two per point for different face normals.
707 if( scaleTopRadius > 0.0 )
709 numVertices += 2 * slices;
711 if( scaleBottomRadius > 0.0 )
713 numVertices += 2 * slices;
716 vertices.Resize( numVertices );
719 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
720 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
721 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
722 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
724 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
726 float y = scaleHeight / biggestObjectDimension / 2.0f;
730 vertices[0].position = Vector3( 0, y, 0 );
731 vertices[0].normal = Vector3( 0, 1, 0 );
735 if( scaleTopRadius > 0.0 )
737 //Loop around the circle.
738 for( int i = 0; i < slices; i++, vertexIndex++ )
740 x = sinTable[i] * scaleTopRadius;
741 z = cosTable[i] * scaleTopRadius;
743 //Upward-facing normal.
744 vertices[vertexIndex].position = Vector3( x, y, z );
745 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
747 //Outward-facing normal.
748 vertices[vertexIndex + slices].position = Vector3( x, y, z );
749 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
752 vertexIndex += slices;
756 if( scaleBottomRadius > 0.0 )
758 //Loop around the circle.
759 for( int i = 0; i < slices; i++, vertexIndex++ )
761 x = sinTable[i] * scaleBottomRadius;
762 z = cosTable[i] * scaleBottomRadius;
764 //Outward-facing normal.
765 vertices[vertexIndex].position = Vector3( x, -y, z );
766 vertices[vertexIndex].normal = Vector3( x, 0, z );
768 //Downward-facing normal.
769 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
770 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
773 vertexIndex += slices;
777 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
778 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
782 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
783 float scaleBottomRadius, int slices )
785 int indiceIndex = 0; //Track progress through indices.
786 int numTriangles = 0;
787 bool coneTop = scaleTopRadius <= 0.0;
788 bool coneBottom = scaleBottomRadius <= 0.0;
790 if( coneTop && coneBottom )
792 //Set indices to placeholder "error" values.
793 //This will display nothing, which is the expected behaviour for this edge case.
800 numTriangles += 2 * slices;
804 numTriangles += 2 * slices;
807 indices.Resize( 3 * numTriangles );
809 //Switch on the type of conic we have.
810 if( !coneTop && !coneBottom )
812 //Top circle. Start at index of first outer point and go around.
813 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
815 indices[indiceIndex] = 0;
816 indices[indiceIndex + 1] = i;
819 //End, so loop around.
820 indices[indiceIndex + 2] = 1;
824 indices[indiceIndex + 2] = i + 1;
828 int topCycleBeginning = slices + 1;
829 int bottomCycleBeginning = topCycleBeginning + slices;
832 for( int i = 0; i < slices; i++, indiceIndex += 6 )
834 if( i == slices - 1 )
836 //End, so loop around.
837 indices[indiceIndex] = topCycleBeginning + i;
838 indices[indiceIndex + 1] = bottomCycleBeginning + i;
839 indices[indiceIndex + 2] = topCycleBeginning;
840 indices[indiceIndex + 3] = bottomCycleBeginning + i;
841 indices[indiceIndex + 4] = bottomCycleBeginning;
842 indices[indiceIndex + 5] = topCycleBeginning;
846 indices[indiceIndex] = topCycleBeginning + i;
847 indices[indiceIndex + 1] = bottomCycleBeginning + i;
848 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
849 indices[indiceIndex + 3] = bottomCycleBeginning + i;
850 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
851 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
855 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
858 for( int i = 0; i < slices; i++, indiceIndex += 3 )
860 indices[indiceIndex] = bottomFaceCycleBeginning;
861 if( i == slices - 1 )
863 //End, so loop around.
864 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
868 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
870 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
873 else if( !coneTop || !coneBottom )
875 //Top circle/edges. Start at index of first outer point and go around.
876 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
878 indices[indiceIndex] = 0;
879 indices[indiceIndex + 1] = i;
882 //End, so loop around.
883 indices[indiceIndex + 2] = 1;
887 indices[indiceIndex + 2] = i + 1;
891 //Bottom circle/edges. Start at index of first outer point and go around.
892 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
894 indices[indiceIndex] = 2 * slices + 1;
897 //End, so loop around.
898 indices[indiceIndex + 1] = slices + 1;
902 indices[indiceIndex + 1] = slices + i + 1;
904 indices[indiceIndex + 2] = slices + i;
909 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
911 int numVertices = 4 * 6; //Four per face.
912 int vertexIndex = 0; //Tracks progress through vertices.
913 float scaledX = 0.5 * dimensions.x;
914 float scaledY = 0.5 * dimensions.y;
915 float scaledZ = 0.5 * dimensions.z;
917 vertices.Resize( numVertices );
919 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
921 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
924 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
925 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
926 positions[2] = Vector3( scaledX, scaledY, scaledZ );
927 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
928 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
929 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
930 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
931 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
933 normals[0] = Vector3( 0, 1, 0 );
934 normals[1] = Vector3( 0, 0, -1 );
935 normals[2] = Vector3( 1, 0, 0 );
936 normals[3] = Vector3( 0, 0, 1 );
937 normals[4] = Vector3( -1, 0, 0 );
938 normals[5] = Vector3( 0, -1, 0 );
940 //Top face, upward normals.
941 for( int i = 0; i < 4; i++, vertexIndex++ )
943 vertices[vertexIndex].position = positions[i];
944 vertices[vertexIndex].normal = normals[0];
947 //Top face, outward normals.
948 for( int i = 0; i < 4; i++, vertexIndex += 2 )
950 vertices[vertexIndex].position = positions[i];
951 vertices[vertexIndex].normal = normals[i + 1];
955 //End, so loop around.
956 vertices[vertexIndex + 1].position = positions[0];
960 vertices[vertexIndex + 1].position = positions[i + 1];
962 vertices[vertexIndex + 1].normal = normals[i + 1];
965 //Bottom face, outward normals.
966 for( int i = 0; i < 4; i++, vertexIndex += 2 )
968 vertices[vertexIndex].position = positions[i + 4];
969 vertices[vertexIndex].normal = normals[i + 1];
973 //End, so loop around.
974 vertices[vertexIndex + 1].position = positions[4];
978 vertices[vertexIndex + 1].position = positions[i + 5];
980 vertices[vertexIndex + 1].normal = normals[i + 1];
983 //Bottom face, downward normals.
984 for( int i = 0; i < 4; i++, vertexIndex++ )
986 vertices[vertexIndex].position = positions[i + 4];
987 vertices[vertexIndex].normal = normals[5];
992 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
994 int numTriangles = 12;
995 int triangleIndex = 0; //Track progress through indices.
997 indices.Resize( 3 * numTriangles );
1000 indices[triangleIndex] = 0;
1001 indices[triangleIndex + 1] = 2;
1002 indices[triangleIndex + 2] = 1;
1003 indices[triangleIndex + 3] = 2;
1004 indices[triangleIndex + 4] = 0;
1005 indices[triangleIndex + 5] = 3;
1008 int topFaceStart = 4;
1009 int bottomFaceStart = 12;
1012 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1014 indices[triangleIndex ] = i + topFaceStart;
1015 indices[triangleIndex + 1] = i + topFaceStart + 1;
1016 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1017 indices[triangleIndex + 3] = i + topFaceStart;
1018 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1019 indices[triangleIndex + 5] = i + bottomFaceStart;
1023 indices[triangleIndex] = 20;
1024 indices[triangleIndex + 1] = 21;
1025 indices[triangleIndex + 2] = 22;
1026 indices[triangleIndex + 3] = 22;
1027 indices[triangleIndex + 4] = 23;
1028 indices[triangleIndex + 5] = 20;
1031 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1033 int numVertices = 3 * 8; //Three per face
1034 int vertexIndex = 0; //Tracks progress through vertices.
1035 float scaledX = 0.5 * dimensions.x;
1036 float scaledY = 0.5 * dimensions.y;
1037 float scaledZ = 0.5 * dimensions.z;
1039 vertices.Resize( numVertices );
1041 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1042 positions.Resize(6);
1043 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1045 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1046 outerNormals.Resize( 6 );
1048 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1049 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1050 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1051 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1052 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1053 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1055 normals[0] = Vector3( -1, 1, -1 );
1056 normals[1] = Vector3( 1, 1, -1 );
1057 normals[2] = Vector3( 1, 1, 1 );
1058 normals[3] = Vector3( -1, 1, 1 );
1059 normals[4] = Vector3( -1, -1, -1 );
1060 normals[5] = Vector3( 1, -1, -1 );
1061 normals[6] = Vector3( 1, -1, 1 );
1062 normals[7] = Vector3( -1, -1, 1 );
1064 outerNormals[0] = Vector3( 0, 1, 0 );
1065 outerNormals[1] = Vector3( -1, 0, 0 );
1066 outerNormals[2] = Vector3( 0, 0, -1 );
1067 outerNormals[3] = Vector3( 1, 0, 0 );
1068 outerNormals[4] = Vector3( 0, 0, 1 );
1069 outerNormals[5] = Vector3( 0, -1, 0 );
1071 //Loop through top faces.
1072 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1076 //End, so loop around.
1077 vertices[vertexIndex ].position = positions[0];
1078 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1079 vertices[vertexIndex + 1].position = positions[1];
1080 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1081 vertices[vertexIndex + 2].position = positions[i + 1];
1082 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1086 vertices[vertexIndex ].position = positions[0];
1087 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1088 vertices[vertexIndex + 1].position = positions[i + 2];
1089 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1090 vertices[vertexIndex + 2].position = positions[i + 1];
1091 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1095 //Loop through bottom faces.
1096 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1100 //End, so loop around.
1101 vertices[vertexIndex ].position = positions[5];
1102 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1103 vertices[vertexIndex + 1].position = positions[i + 1];
1104 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1105 vertices[vertexIndex + 2].position = positions[1];
1106 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1110 vertices[vertexIndex ].position = positions[5];
1111 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1112 vertices[vertexIndex + 1].position = positions[i + 1];
1113 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1114 vertices[vertexIndex + 2].position = positions[i + 2];
1115 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1120 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1122 int numTriangles = 8;
1123 int numIndices = numTriangles * 3;
1125 indices.Resize( numIndices );
1127 for( unsigned short i = 0; i < numIndices; i++ )
1133 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1134 float bevelPercentage, float bevelSmoothness )
1136 int numPositions = 24;
1138 int numOuterFaces = 6;
1139 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1140 int vertexIndex = 0; //Track progress through vertices.
1141 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1143 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1144 float bevelScale = 1.0 - bevelPercentage;
1145 float bevelAmount = 0.5 * bevelScale * minDimension;
1147 float outerX = 0.5 * dimensions.x;
1148 float outerY = 0.5 * dimensions.y;
1149 float outerZ = 0.5 * dimensions.z;
1151 float bevelX = outerX - ( 0.5 * minDimension - bevelAmount );
1152 float bevelY = outerY - ( 0.5 * minDimension - bevelAmount );
1153 float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount );
1155 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1156 positions.Resize( numPositions );
1157 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1158 normals.Resize( numFaces );
1159 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1160 outerNormals.Resize( numOuterFaces );
1161 vertices.Resize( numVertices );
1163 //Topmost face positions.
1164 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1165 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1166 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1167 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1169 //Second layer positions.
1170 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1171 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1172 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1173 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1174 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1175 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1176 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1177 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1179 //Third layer positions.
1180 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1181 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1182 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1183 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1184 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1185 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1186 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1187 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1189 //Bottom-most face positions.
1190 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1191 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1192 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1193 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1196 normals[0 ] = Vector3( 0, 1, 0 );
1198 //Top slope normals.
1199 normals[1 ] = Vector3( -1, 1, -1 );
1200 normals[2 ] = Vector3( 0, 1, -1 );
1201 normals[3 ] = Vector3( 1, 1, -1 );
1202 normals[4 ] = Vector3( 1, 1, 0 );
1203 normals[5 ] = Vector3( 1, 1, 1 );
1204 normals[6 ] = Vector3( 0, 1, 1 );
1205 normals[7 ] = Vector3( -1, 1, 1 );
1206 normals[8 ] = Vector3( -1, 1, 0 );
1209 normals[9 ] = Vector3( -1, 0, -1 );
1210 normals[10] = Vector3( 0, 0, -1 );
1211 normals[11] = Vector3( 1, 0, -1 );
1212 normals[12] = Vector3( 1, 0, 0 );
1213 normals[13] = Vector3( 1, 0, 1 );
1214 normals[14] = Vector3( 0, 0, 1 );
1215 normals[15] = Vector3( -1, 0, 1 );
1216 normals[16] = Vector3( -1, 0, 0 );
1218 //Bottom slope normals.
1219 normals[17] = Vector3( -1, -1, -1 );
1220 normals[18] = Vector3( 0, -1, -1 );
1221 normals[19] = Vector3( 1, -1, -1 );
1222 normals[20] = Vector3( 1, -1, 0 );
1223 normals[21] = Vector3( 1, -1, 1 );
1224 normals[22] = Vector3( 0, -1, 1 );
1225 normals[23] = Vector3( -1, -1, 1 );
1226 normals[24] = Vector3( -1, -1, 0 );
1228 //Bottom face normal.
1229 normals[25] = Vector3( 0, -1, 0 );
1231 //Top, back, right, front, left and bottom faces, respectively.
1232 outerNormals[0] = Vector3( 0, 1, 0 );
1233 outerNormals[1] = Vector3( 0, 0, -1 );
1234 outerNormals[2] = Vector3( 1, 0, 0 );
1235 outerNormals[3] = Vector3( 0, 0, 1 );
1236 outerNormals[4] = Vector3( -1, 0, 0 );
1237 outerNormals[5] = Vector3( 0, -1, 0 );
1239 //Topmost face vertices.
1240 for( int i = 0; i < 4; i++, vertexIndex++ )
1242 vertices[vertexIndex].position = positions[i];
1243 vertices[vertexIndex].normal = normals[normalIndex];
1248 //Top slope vertices.
1249 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1252 vertices[vertexIndex ].position = positions[i];
1253 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1254 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1255 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1256 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1257 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1262 //End, so loop around.
1263 vertices[vertexIndex + 3].position = positions[i];
1264 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1265 vertices[vertexIndex + 4].position = positions[0];
1266 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1267 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1268 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1269 vertices[vertexIndex + 6].position = positions[4];
1270 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1274 vertices[vertexIndex + 3].position = positions[i];
1275 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1276 vertices[vertexIndex + 4].position = positions[i + 1];
1277 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1278 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1279 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1280 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1281 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1285 int secondCycleBeginning = 4;
1286 int thirdCycleBeginning = secondCycleBeginning + 8;
1287 int bottomCycleBeginning = thirdCycleBeginning + 8;
1290 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1294 //End, so loop around.
1295 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1296 vertices[vertexIndex ].normal = normals[normalIndex];
1297 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1298 vertices[vertexIndex + 1].normal = normals[normalIndex];
1299 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1300 vertices[vertexIndex + 2].normal = normals[normalIndex];
1301 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1302 vertices[vertexIndex + 3].normal = normals[normalIndex];
1304 else if( (i % 2) == 0 )
1306 //'even' faces are corner ones, and need smoothing.
1307 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1308 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1309 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1310 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1311 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1312 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1313 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1314 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1318 //'odd' faces are outer ones, and so don't need smoothing.
1319 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1320 vertices[vertexIndex ].normal = normals[normalIndex];
1321 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1322 vertices[vertexIndex + 1].normal = normals[normalIndex];
1323 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1324 vertices[vertexIndex + 2].normal = normals[normalIndex];
1325 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1326 vertices[vertexIndex + 3].normal = normals[normalIndex];
1330 //Bottom slope vertices.
1331 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1334 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1335 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1336 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1337 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1338 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1339 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1344 //End, so loop around.
1345 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1346 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1347 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1348 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1349 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1350 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1351 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1352 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1356 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1357 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1358 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1359 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1360 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1361 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1362 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1363 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1367 //Bottom-most face vertices.
1368 for( int i = 0; i < 4; i++, vertexIndex++ )
1370 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1371 vertices[vertexIndex].normal = normals[normalIndex];
1377 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1379 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1380 int indiceIndex = 0; //Track progress through indices.
1381 int vertexIndex = 0; //Track progress through vertices as they're processed.
1383 indices.Resize( 3 * numTriangles );
1386 indices[indiceIndex ] = vertexIndex;
1387 indices[indiceIndex + 1] = vertexIndex + 2;
1388 indices[indiceIndex + 2] = vertexIndex + 1;
1389 indices[indiceIndex + 3] = vertexIndex + 0;
1390 indices[indiceIndex + 4] = vertexIndex + 3;
1391 indices[indiceIndex + 5] = vertexIndex + 2;
1396 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1399 indices[indiceIndex ] = vertexIndex;
1400 indices[indiceIndex + 1] = vertexIndex + 2;
1401 indices[indiceIndex + 2] = vertexIndex + 1;
1404 indices[indiceIndex + 3] = vertexIndex + 3;
1405 indices[indiceIndex + 4] = vertexIndex + 4;
1406 indices[indiceIndex + 5] = vertexIndex + 5;
1407 indices[indiceIndex + 6] = vertexIndex + 4;
1408 indices[indiceIndex + 7] = vertexIndex + 6;
1409 indices[indiceIndex + 8] = vertexIndex + 5;
1413 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1415 indices[indiceIndex ] = vertexIndex;
1416 indices[indiceIndex + 1] = vertexIndex + 1;
1417 indices[indiceIndex + 2] = vertexIndex + 2;
1418 indices[indiceIndex + 3] = vertexIndex + 1;
1419 indices[indiceIndex + 4] = vertexIndex + 3;
1420 indices[indiceIndex + 5] = vertexIndex + 2;
1424 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1427 indices[indiceIndex ] = vertexIndex;
1428 indices[indiceIndex + 1] = vertexIndex + 1;
1429 indices[indiceIndex + 2] = vertexIndex + 2;
1432 indices[indiceIndex + 3] = vertexIndex + 3;
1433 indices[indiceIndex + 4] = vertexIndex + 4;
1434 indices[indiceIndex + 5] = vertexIndex + 5;
1435 indices[indiceIndex + 6] = vertexIndex + 4;
1436 indices[indiceIndex + 7] = vertexIndex + 6;
1437 indices[indiceIndex + 8] = vertexIndex + 5;
1441 indices[indiceIndex ] = vertexIndex;
1442 indices[indiceIndex + 1] = vertexIndex + 1;
1443 indices[indiceIndex + 2] = vertexIndex + 2;
1444 indices[indiceIndex + 3] = vertexIndex + 0;
1445 indices[indiceIndex + 4] = vertexIndex + 2;
1446 indices[indiceIndex + 5] = vertexIndex + 3;
1451 } // namespace Internal
1453 } // namespace Toolkit