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, 1.0 ); ///< Grey, for all.
80 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
81 const int MIN_STACKS = 2; ///< 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( "mixColor" );
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
154 uniform lowp vec4 mixColor;\n
158 vec4 baseColor = mixColor * uColor;\n
159 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
165 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
166 : Visual::Base( factoryCache ),
167 mColor( DEFAULT_COLOR ),
168 mScaleDimensions( Vector3::ONE ),
169 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
170 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
171 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
172 mScaleRadius( DEFAULT_SCALE_RADIUS ),
173 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
174 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
175 mSlices( DEFAULT_SLICES ),
176 mStacks( DEFAULT_STACKS ),
177 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
181 PrimitiveVisual::~PrimitiveVisual()
185 void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
187 //Find out which shape to renderer.
188 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
189 if( primitiveTypeValue )
191 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
195 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
198 //Read in other potential properties.
200 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::COLOR, SHAPE_COLOR );
201 if( color && !color->Get( mColor ) )
203 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
206 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
209 if( slices->Get( mSlices ) )
212 if( mSlices > MAX_PARTITIONS )
214 mSlices = MAX_PARTITIONS;
215 DALI_LOG_WARNING( "Value for slices clamped.\n" );
217 else if ( mSlices < MIN_SLICES )
219 mSlices = MIN_SLICES;
220 DALI_LOG_WARNING( "Value for slices clamped.\n" );
225 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
229 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
232 if( stacks->Get( mStacks ) )
235 if( mStacks > MAX_PARTITIONS )
237 mStacks = MAX_PARTITIONS;
238 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
240 else if ( mStacks < MIN_STACKS )
242 mStacks = MIN_STACKS;
243 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
248 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
252 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
253 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
255 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
258 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
259 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
261 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
264 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
265 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
267 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
270 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
271 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
273 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
276 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
279 if( dimensions->Get( mScaleDimensions ) )
281 //If any dimension is invalid, set it to a sensible default.
282 if( mScaleDimensions.x <= 0.0 )
284 mScaleDimensions.x = 1.0;
285 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
287 if( mScaleDimensions.y <= 0.0 )
289 mScaleDimensions.y = 1.0;
290 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
292 if( mScaleDimensions.z <= 0.0 )
294 mScaleDimensions.z = 1.0;
295 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
300 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
304 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
307 if( bevel->Get( mBevelPercentage ) )
310 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
312 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
313 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
315 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
317 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
318 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
323 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
327 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
330 if( smoothness->Get( mBevelSmoothness ) )
333 if( mBevelSmoothness < MIN_SMOOTHNESS )
335 mBevelSmoothness = MIN_SMOOTHNESS;
336 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
338 else if( mBevelSmoothness > MAX_SMOOTHNESS )
340 mBevelSmoothness = MAX_SMOOTHNESS;
341 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
346 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
350 //Read in light position.
351 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
354 if( !lightPosition->Get( mLightPosition ) )
356 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
357 mLightPosition = Vector3::ZERO;
362 //Default behaviour is to place the light directly in front of the object,
363 // at a reasonable distance to light everything on screen.
364 Stage stage = Stage::GetCurrent();
366 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
370 void PrimitiveVisual::SetSize( const Vector2& size )
372 Visual::Base::SetSize( size );
374 // ToDo: renderer responds to the size change
377 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
379 naturalSize.x = mObjectDimensions.x;
380 naturalSize.y = mObjectDimensions.y;
383 void PrimitiveVisual::SetClipRect( const Rect<int>& clipRect )
385 Visual::Base::SetClipRect( clipRect );
387 //ToDo: renderer responds to the clipRect change
390 void PrimitiveVisual::SetOffset( const Vector2& offset )
392 //ToDo: renderer applies the offset
395 void PrimitiveVisual::DoSetOnStage( Actor& actor )
397 InitializeRenderer();
400 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
403 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
404 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
405 map.Insert( Toolkit::PrimitiveVisual::Property::COLOR, mColor );
406 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
407 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
408 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
409 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
410 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
411 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
412 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
413 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
414 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
415 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
418 void PrimitiveVisual::InitializeRenderer()
430 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
431 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
434 void PrimitiveVisual::UpdateShaderUniforms()
436 Stage stage = Stage::GetCurrent();
437 float width = stage.GetSize().width;
438 float height = stage.GetSize().height;
440 //Flip model to account for DALi starting with (0, 0) at the top left.
442 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
444 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
445 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
446 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
447 mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor );
448 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
451 void PrimitiveVisual::CreateShader()
453 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
454 UpdateShaderUniforms();
457 void PrimitiveVisual::CreateGeometry()
459 Dali::Vector<Vertex> vertices;
460 Dali::Vector<unsigned short> indices;
462 switch( mPrimitiveType )
464 case Toolkit::PrimitiveVisual::Shape::SPHERE:
466 CreateSphere( vertices, indices, mSlices, mStacks );
469 case Toolkit::PrimitiveVisual::Shape::CONE:
471 //Create a conic with zero top radius.
472 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
475 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
477 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
480 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
482 //Create a conic with equal radii on the top and bottom.
483 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
486 case Toolkit::PrimitiveVisual::Shape::CUBE:
488 //Create a cube by creating a bevelled cube with minimum bevel.
489 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
492 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
494 //Create an octahedron by creating a bevelled cube with maximum bevel.
495 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
498 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
500 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
505 mGeometry = Geometry::New();
508 Property::Map vertexFormat;
509 vertexFormat[POSITION] = Property::VECTOR3;
510 vertexFormat[NORMAL] = Property::VECTOR3;
511 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
512 surfaceVertices.SetData( &vertices[0], vertices.Size() );
514 mGeometry.AddVertexBuffer( surfaceVertices );
516 //Indices for triangle formulation
517 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
520 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
522 ComputeSphereVertices( vertices, slices, stacks );
523 FormSphereTriangles( indices, slices, stacks );
525 mObjectDimensions = Vector3::ONE;
528 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
529 float scaleBottomRadius, float scaleHeight, int slices )
531 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
532 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
534 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
535 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
536 float yDimension = scaleHeight;
537 float largestDimension = std::max( xDimension, yDimension );
539 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
540 xDimension / largestDimension );
543 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
544 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
546 dimensions.Normalize();
548 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
550 ComputeCubeVertices( vertices, dimensions );
551 FormCubeTriangles( indices );
553 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
555 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
556 FormOctahedronTriangles( indices );
558 else //In between, form a bevelled cube.
560 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
561 FormBevelledCubeTriangles( indices );
564 mObjectDimensions = dimensions;
567 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
575 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
577 sinTable.Resize( divisions );
578 cosTable.Resize( divisions );
580 for( int i = 0; i < divisions; i++ )
582 sinTable[i] = sin( angleDivision * i );
583 cosTable[i] = cos( angleDivision * i );
587 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
589 //Tables for calculating slices angles and stacks angles, respectively.
590 Vector<float> sinTable1;
591 Vector<float> cosTable1;
592 Vector<float> sinTable2;
593 Vector<float> cosTable2;
595 ComputeCircleTables( sinTable1, cosTable1, slices, false );
596 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
598 int numVertices = slices * ( stacks - 1 ) + 2;
599 vertices.Resize( numVertices );
601 int vertexIndex = 0; //Track progress through vertices.
607 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
608 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
612 for( int i = 1; i < stacks; i++ )
614 for( int j = 0; j < slices; j++, vertexIndex++ )
616 x = cosTable1[j] * sinTable2[i];
618 z = sinTable1[j] * sinTable2[i];
620 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
621 vertices[vertexIndex].normal = Vector3( x, y, z );
626 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
627 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
630 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
634 //Set indices to placeholder "error" values.
635 //This will display nothing, which is the expected behaviour for this edge case.
640 int numTriangles = 2 * slices * ( stacks - 1 );
642 indices.Resize( 3 * numTriangles );
644 int indiceIndex = 0; //Used to keep track of progress through indices.
645 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
646 int currentCycleBeginning = 1 + slices;
648 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
649 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
651 indices[indiceIndex] = 0;
654 //End, so loop around.
655 indices[indiceIndex + 1] = 1;
659 indices[indiceIndex + 1] = i + 1;
661 indices[indiceIndex + 2] = i;
664 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
665 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
667 for( int j = 0; j < slices; j++, indiceIndex += 6 )
669 if( j == slices - 1 )
671 //End, so loop around.
672 indices[indiceIndex] = previousCycleBeginning + j;
673 indices[indiceIndex + 1] = previousCycleBeginning;
674 indices[indiceIndex + 2] = currentCycleBeginning + j;
675 indices[indiceIndex + 3] = currentCycleBeginning + j;
676 indices[indiceIndex + 4] = previousCycleBeginning;
677 indices[indiceIndex + 5] = currentCycleBeginning;
681 indices[indiceIndex] = previousCycleBeginning + j;
682 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
683 indices[indiceIndex + 2] = currentCycleBeginning + j;
684 indices[indiceIndex + 3] = currentCycleBeginning + j;
685 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
686 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
691 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
692 for( int i = 0; i < slices; i++, indiceIndex += 3 )
694 indices[indiceIndex] = previousCycleBeginning + slices;
695 indices[indiceIndex + 1] = previousCycleBeginning + i;
696 if( i == slices - 1 )
698 //End, so loop around.
699 indices[indiceIndex + 2] = previousCycleBeginning;
703 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
708 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
709 float scaleBottomRadius, float scaleHeight, int slices )
711 int vertexIndex = 0; //Track progress through vertices.
712 Vector<float> sinTable;
713 Vector<float> cosTable;
715 ComputeCircleTables( sinTable, cosTable, slices, false );
717 int numVertices = 2; //Always will have one at the top and one at the bottom.
719 //Add vertices for each circle. Need two per point for different face normals.
720 if( scaleTopRadius > 0.0 )
722 numVertices += 2 * slices;
724 if( scaleBottomRadius > 0.0 )
726 numVertices += 2 * slices;
729 vertices.Resize( numVertices );
732 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
733 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
734 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
735 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
737 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
739 float y = scaleHeight / biggestObjectDimension / 2.0f;
743 vertices[0].position = Vector3( 0, y, 0 );
744 vertices[0].normal = Vector3( 0, 1, 0 );
748 if( scaleTopRadius > 0.0 )
750 //Loop around the circle.
751 for( int i = 0; i < slices; i++, vertexIndex++ )
753 x = sinTable[i] * scaleTopRadius;
754 z = cosTable[i] * scaleTopRadius;
756 //Upward-facing normal.
757 vertices[vertexIndex].position = Vector3( x, y, z );
758 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
760 //Outward-facing normal.
761 vertices[vertexIndex + slices].position = Vector3( x, y, z );
762 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
765 vertexIndex += slices;
769 if( scaleBottomRadius > 0.0 )
771 //Loop around the circle.
772 for( int i = 0; i < slices; i++, vertexIndex++ )
774 x = sinTable[i] * scaleBottomRadius;
775 z = cosTable[i] * scaleBottomRadius;
777 //Outward-facing normal.
778 vertices[vertexIndex].position = Vector3( x, -y, z );
779 vertices[vertexIndex].normal = Vector3( x, 0, z );
781 //Downward-facing normal.
782 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
783 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
786 vertexIndex += slices;
790 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
791 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
795 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
796 float scaleBottomRadius, int slices )
798 int indiceIndex = 0; //Track progress through indices.
799 int numTriangles = 0;
800 bool coneTop = scaleTopRadius <= 0.0;
801 bool coneBottom = scaleBottomRadius <= 0.0;
803 if( coneTop && coneBottom )
805 //Set indices to placeholder "error" values.
806 //This will display nothing, which is the expected behaviour for this edge case.
813 numTriangles += 2 * slices;
817 numTriangles += 2 * slices;
820 indices.Resize( 3 * numTriangles );
822 //Switch on the type of conic we have.
823 if( !coneTop && !coneBottom )
825 //Top circle. Start at index of first outer point and go around.
826 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
828 indices[indiceIndex] = 0;
829 indices[indiceIndex + 1] = i;
832 //End, so loop around.
833 indices[indiceIndex + 2] = 1;
837 indices[indiceIndex + 2] = i + 1;
841 int topCycleBeginning = slices + 1;
842 int bottomCycleBeginning = topCycleBeginning + slices;
845 for( int i = 0; i < slices; i++, indiceIndex += 6 )
847 if( i == slices - 1 )
849 //End, so loop around.
850 indices[indiceIndex] = topCycleBeginning + i;
851 indices[indiceIndex + 1] = bottomCycleBeginning + i;
852 indices[indiceIndex + 2] = topCycleBeginning;
853 indices[indiceIndex + 3] = bottomCycleBeginning + i;
854 indices[indiceIndex + 4] = bottomCycleBeginning;
855 indices[indiceIndex + 5] = topCycleBeginning;
859 indices[indiceIndex] = topCycleBeginning + i;
860 indices[indiceIndex + 1] = bottomCycleBeginning + i;
861 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
862 indices[indiceIndex + 3] = bottomCycleBeginning + i;
863 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
864 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
868 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
871 for( int i = 0; i < slices; i++, indiceIndex += 3 )
873 indices[indiceIndex] = bottomFaceCycleBeginning;
874 if( i == slices - 1 )
876 //End, so loop around.
877 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
881 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
883 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
886 else if( !coneTop || !coneBottom )
888 //Top circle/edges. Start at index of first outer point and go around.
889 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
891 indices[indiceIndex] = 0;
892 indices[indiceIndex + 1] = i;
895 //End, so loop around.
896 indices[indiceIndex + 2] = 1;
900 indices[indiceIndex + 2] = i + 1;
904 //Bottom circle/edges. Start at index of first outer point and go around.
905 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
907 indices[indiceIndex] = 2 * slices + 1;
910 //End, so loop around.
911 indices[indiceIndex + 1] = slices + 1;
915 indices[indiceIndex + 1] = slices + i + 1;
917 indices[indiceIndex + 2] = slices + i;
922 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
924 int numVertices = 4 * 6; //Four per face.
925 int vertexIndex = 0; //Tracks progress through vertices.
926 float scaledX = 0.5 * dimensions.x;
927 float scaledY = 0.5 * dimensions.y;
928 float scaledZ = 0.5 * dimensions.z;
930 vertices.Resize( numVertices );
932 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
934 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
937 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
938 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
939 positions[2] = Vector3( scaledX, scaledY, scaledZ );
940 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
941 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
942 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
943 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
944 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
946 normals[0] = Vector3( 0, 1, 0 );
947 normals[1] = Vector3( 0, 0, -1 );
948 normals[2] = Vector3( 1, 0, 0 );
949 normals[3] = Vector3( 0, 0, 1 );
950 normals[4] = Vector3( -1, 0, 0 );
951 normals[5] = Vector3( 0, -1, 0 );
953 //Top face, upward normals.
954 for( int i = 0; i < 4; i++, vertexIndex++ )
956 vertices[vertexIndex].position = positions[i];
957 vertices[vertexIndex].normal = normals[0];
960 //Top face, outward normals.
961 for( int i = 0; i < 4; i++, vertexIndex += 2 )
963 vertices[vertexIndex].position = positions[i];
964 vertices[vertexIndex].normal = normals[i + 1];
968 //End, so loop around.
969 vertices[vertexIndex + 1].position = positions[0];
973 vertices[vertexIndex + 1].position = positions[i + 1];
975 vertices[vertexIndex + 1].normal = normals[i + 1];
978 //Bottom face, outward normals.
979 for( int i = 0; i < 4; i++, vertexIndex += 2 )
981 vertices[vertexIndex].position = positions[i + 4];
982 vertices[vertexIndex].normal = normals[i + 1];
986 //End, so loop around.
987 vertices[vertexIndex + 1].position = positions[4];
991 vertices[vertexIndex + 1].position = positions[i + 5];
993 vertices[vertexIndex + 1].normal = normals[i + 1];
996 //Bottom face, downward normals.
997 for( int i = 0; i < 4; i++, vertexIndex++ )
999 vertices[vertexIndex].position = positions[i + 4];
1000 vertices[vertexIndex].normal = normals[5];
1005 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1007 int numTriangles = 12;
1008 int triangleIndex = 0; //Track progress through indices.
1010 indices.Resize( 3 * numTriangles );
1013 indices[triangleIndex] = 0;
1014 indices[triangleIndex + 1] = 2;
1015 indices[triangleIndex + 2] = 1;
1016 indices[triangleIndex + 3] = 2;
1017 indices[triangleIndex + 4] = 0;
1018 indices[triangleIndex + 5] = 3;
1021 int topFaceStart = 4;
1022 int bottomFaceStart = 12;
1025 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1027 indices[triangleIndex ] = i + topFaceStart;
1028 indices[triangleIndex + 1] = i + topFaceStart + 1;
1029 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1030 indices[triangleIndex + 3] = i + topFaceStart;
1031 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1032 indices[triangleIndex + 5] = i + bottomFaceStart;
1036 indices[triangleIndex] = 20;
1037 indices[triangleIndex + 1] = 21;
1038 indices[triangleIndex + 2] = 22;
1039 indices[triangleIndex + 3] = 22;
1040 indices[triangleIndex + 4] = 23;
1041 indices[triangleIndex + 5] = 20;
1044 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1046 int numVertices = 3 * 8; //Three per face
1047 int vertexIndex = 0; //Tracks progress through vertices.
1048 float scaledX = 0.5 * dimensions.x;
1049 float scaledY = 0.5 * dimensions.y;
1050 float scaledZ = 0.5 * dimensions.z;
1052 vertices.Resize( numVertices );
1054 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1055 positions.Resize(6);
1056 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1058 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1059 outerNormals.Resize( 6 );
1061 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1062 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1063 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1064 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1065 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1066 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1068 normals[0] = Vector3( -1, 1, -1 );
1069 normals[1] = Vector3( 1, 1, -1 );
1070 normals[2] = Vector3( 1, 1, 1 );
1071 normals[3] = Vector3( -1, 1, 1 );
1072 normals[4] = Vector3( -1, -1, -1 );
1073 normals[5] = Vector3( 1, -1, -1 );
1074 normals[6] = Vector3( 1, -1, 1 );
1075 normals[7] = Vector3( -1, -1, 1 );
1077 outerNormals[0] = Vector3( 0, 1, 0 );
1078 outerNormals[1] = Vector3( -1, 0, 0 );
1079 outerNormals[2] = Vector3( 0, 0, -1 );
1080 outerNormals[3] = Vector3( 1, 0, 0 );
1081 outerNormals[4] = Vector3( 0, 0, 1 );
1082 outerNormals[5] = Vector3( 0, -1, 0 );
1084 //Loop through top faces.
1085 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1089 //End, so loop around.
1090 vertices[vertexIndex ].position = positions[0];
1091 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1092 vertices[vertexIndex + 1].position = positions[1];
1093 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1094 vertices[vertexIndex + 2].position = positions[i + 1];
1095 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1099 vertices[vertexIndex ].position = positions[0];
1100 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1101 vertices[vertexIndex + 1].position = positions[i + 2];
1102 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1103 vertices[vertexIndex + 2].position = positions[i + 1];
1104 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1108 //Loop through bottom faces.
1109 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1113 //End, so loop around.
1114 vertices[vertexIndex ].position = positions[5];
1115 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1116 vertices[vertexIndex + 1].position = positions[i + 1];
1117 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1118 vertices[vertexIndex + 2].position = positions[1];
1119 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1123 vertices[vertexIndex ].position = positions[5];
1124 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1125 vertices[vertexIndex + 1].position = positions[i + 1];
1126 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1127 vertices[vertexIndex + 2].position = positions[i + 2];
1128 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1133 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1135 int numTriangles = 8;
1136 int numIndices = numTriangles * 3;
1138 indices.Resize( numIndices );
1140 for( unsigned short i = 0; i < numIndices; i++ )
1146 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1147 float bevelPercentage, float bevelSmoothness )
1149 int numPositions = 24;
1151 int numOuterFaces = 6;
1152 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1153 int vertexIndex = 0; //Track progress through vertices.
1154 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1156 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1157 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1159 //Distances from centre to outer edge points.
1160 float outerX = 0.5 * dimensions.x;
1161 float outerY = 0.5 * dimensions.y;
1162 float outerZ = 0.5 * dimensions.z;
1164 //Distances from centre to bevelled points.
1165 float bevelX = outerX - bevelAmount;
1166 float bevelY = outerY - bevelAmount;
1167 float bevelZ = outerZ - bevelAmount;
1169 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1170 positions.Resize( numPositions );
1171 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1172 normals.Resize( numFaces );
1173 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1174 outerNormals.Resize( numOuterFaces );
1175 vertices.Resize( numVertices );
1177 //Topmost face positions.
1178 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1179 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1180 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1181 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1183 //Second layer positions.
1184 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1185 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1186 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1187 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1188 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1189 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1190 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1191 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1193 //Third layer positions.
1194 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1195 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1196 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1197 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1198 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1199 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1200 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1201 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1203 //Bottom-most face positions.
1204 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1205 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1206 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1207 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1210 normals[0 ] = Vector3( 0, 1, 0 );
1212 //Top slope normals.
1213 normals[1 ] = Vector3( -1, 1, -1 );
1214 normals[2 ] = Vector3( 0, 1, -1 );
1215 normals[3 ] = Vector3( 1, 1, -1 );
1216 normals[4 ] = Vector3( 1, 1, 0 );
1217 normals[5 ] = Vector3( 1, 1, 1 );
1218 normals[6 ] = Vector3( 0, 1, 1 );
1219 normals[7 ] = Vector3( -1, 1, 1 );
1220 normals[8 ] = Vector3( -1, 1, 0 );
1223 normals[9 ] = Vector3( -1, 0, -1 );
1224 normals[10] = Vector3( 0, 0, -1 );
1225 normals[11] = Vector3( 1, 0, -1 );
1226 normals[12] = Vector3( 1, 0, 0 );
1227 normals[13] = Vector3( 1, 0, 1 );
1228 normals[14] = Vector3( 0, 0, 1 );
1229 normals[15] = Vector3( -1, 0, 1 );
1230 normals[16] = Vector3( -1, 0, 0 );
1232 //Bottom slope normals.
1233 normals[17] = Vector3( -1, -1, -1 );
1234 normals[18] = Vector3( 0, -1, -1 );
1235 normals[19] = Vector3( 1, -1, -1 );
1236 normals[20] = Vector3( 1, -1, 0 );
1237 normals[21] = Vector3( 1, -1, 1 );
1238 normals[22] = Vector3( 0, -1, 1 );
1239 normals[23] = Vector3( -1, -1, 1 );
1240 normals[24] = Vector3( -1, -1, 0 );
1242 //Bottom face normal.
1243 normals[25] = Vector3( 0, -1, 0 );
1245 //Top, back, right, front, left and bottom faces, respectively.
1246 outerNormals[0] = Vector3( 0, 1, 0 );
1247 outerNormals[1] = Vector3( 0, 0, -1 );
1248 outerNormals[2] = Vector3( 1, 0, 0 );
1249 outerNormals[3] = Vector3( 0, 0, 1 );
1250 outerNormals[4] = Vector3( -1, 0, 0 );
1251 outerNormals[5] = Vector3( 0, -1, 0 );
1253 //Topmost face vertices.
1254 for( int i = 0; i < 4; i++, vertexIndex++ )
1256 vertices[vertexIndex].position = positions[i];
1257 vertices[vertexIndex].normal = normals[normalIndex];
1262 //Top slope vertices.
1263 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1266 vertices[vertexIndex ].position = positions[i];
1267 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1268 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1269 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1270 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1271 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1276 //End, so loop around.
1277 vertices[vertexIndex + 3].position = positions[i];
1278 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1279 vertices[vertexIndex + 4].position = positions[0];
1280 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1281 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1282 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1283 vertices[vertexIndex + 6].position = positions[4];
1284 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1288 vertices[vertexIndex + 3].position = positions[i];
1289 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1290 vertices[vertexIndex + 4].position = positions[i + 1];
1291 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1292 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1293 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1294 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1295 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1299 int secondCycleBeginning = 4;
1300 int thirdCycleBeginning = secondCycleBeginning + 8;
1301 int bottomCycleBeginning = thirdCycleBeginning + 8;
1304 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1308 //End, so loop around.
1309 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1310 vertices[vertexIndex ].normal = normals[normalIndex];
1311 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1312 vertices[vertexIndex + 1].normal = normals[normalIndex];
1313 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1314 vertices[vertexIndex + 2].normal = normals[normalIndex];
1315 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1316 vertices[vertexIndex + 3].normal = normals[normalIndex];
1318 else if( (i % 2) == 0 )
1320 //'even' faces are corner ones, and need smoothing.
1321 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1322 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1323 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1324 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1325 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1326 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1327 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1328 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1332 //'odd' faces are outer ones, and so don't need smoothing.
1333 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1334 vertices[vertexIndex ].normal = normals[normalIndex];
1335 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1336 vertices[vertexIndex + 1].normal = normals[normalIndex];
1337 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1338 vertices[vertexIndex + 2].normal = normals[normalIndex];
1339 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1340 vertices[vertexIndex + 3].normal = normals[normalIndex];
1344 //Bottom slope vertices.
1345 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1348 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1349 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1350 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1351 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1352 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1353 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1358 //End, so loop around.
1359 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1360 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1361 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1362 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1363 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1364 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1365 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1366 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1370 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1371 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1372 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1373 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1374 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1375 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1376 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1377 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1381 //Bottom-most face vertices.
1382 for( int i = 0; i < 4; i++, vertexIndex++ )
1384 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1385 vertices[vertexIndex].normal = normals[normalIndex];
1391 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1393 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1394 int indiceIndex = 0; //Track progress through indices.
1395 int vertexIndex = 0; //Track progress through vertices as they're processed.
1397 indices.Resize( 3 * numTriangles );
1400 indices[indiceIndex ] = vertexIndex;
1401 indices[indiceIndex + 1] = vertexIndex + 2;
1402 indices[indiceIndex + 2] = vertexIndex + 1;
1403 indices[indiceIndex + 3] = vertexIndex + 0;
1404 indices[indiceIndex + 4] = vertexIndex + 3;
1405 indices[indiceIndex + 5] = vertexIndex + 2;
1410 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1413 indices[indiceIndex ] = vertexIndex;
1414 indices[indiceIndex + 1] = vertexIndex + 2;
1415 indices[indiceIndex + 2] = vertexIndex + 1;
1418 indices[indiceIndex + 3] = vertexIndex + 3;
1419 indices[indiceIndex + 4] = vertexIndex + 4;
1420 indices[indiceIndex + 5] = vertexIndex + 5;
1421 indices[indiceIndex + 6] = vertexIndex + 4;
1422 indices[indiceIndex + 7] = vertexIndex + 6;
1423 indices[indiceIndex + 8] = vertexIndex + 5;
1427 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1429 indices[indiceIndex ] = vertexIndex;
1430 indices[indiceIndex + 1] = vertexIndex + 1;
1431 indices[indiceIndex + 2] = vertexIndex + 2;
1432 indices[indiceIndex + 3] = vertexIndex + 1;
1433 indices[indiceIndex + 4] = vertexIndex + 3;
1434 indices[indiceIndex + 5] = vertexIndex + 2;
1438 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1441 indices[indiceIndex ] = vertexIndex;
1442 indices[indiceIndex + 1] = vertexIndex + 1;
1443 indices[indiceIndex + 2] = vertexIndex + 2;
1446 indices[indiceIndex + 3] = vertexIndex + 3;
1447 indices[indiceIndex + 4] = vertexIndex + 4;
1448 indices[indiceIndex + 5] = vertexIndex + 5;
1449 indices[indiceIndex + 6] = vertexIndex + 4;
1450 indices[indiceIndex + 7] = vertexIndex + 6;
1451 indices[indiceIndex + 8] = vertexIndex + 5;
1455 indices[indiceIndex ] = vertexIndex;
1456 indices[indiceIndex + 1] = vertexIndex + 1;
1457 indices[indiceIndex + 2] = vertexIndex + 2;
1458 indices[indiceIndex + 3] = vertexIndex + 0;
1459 indices[indiceIndex + 4] = vertexIndex + 2;
1460 indices[indiceIndex + 5] = vertexIndex + 3;
1465 } // namespace Internal
1467 } // namespace Toolkit