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( "mixColor" );
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 = 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( "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::MIX_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;
213 DALI_LOG_WARNING( "Value for slices clamped.\n" );
215 else if ( mSlices < MIN_SLICES )
217 mSlices = MIN_SLICES;
218 DALI_LOG_WARNING( "Value for slices clamped.\n" );
223 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
227 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
230 if( stacks->Get( mStacks ) )
233 if( mStacks > MAX_PARTITIONS )
235 mStacks = MAX_PARTITIONS;
236 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
238 else if ( mStacks < MIN_STACKS )
240 mStacks = MIN_STACKS;
241 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
246 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
250 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
251 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
253 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
256 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
257 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
259 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
262 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
263 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
265 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
268 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
269 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
271 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
274 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
277 if( dimensions->Get( mScaleDimensions ) )
279 //If any dimension is invalid, set it to a sensible default.
280 if( mScaleDimensions.x <= 0.0 )
282 mScaleDimensions.x = 1.0;
283 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
285 if( mScaleDimensions.y <= 0.0 )
287 mScaleDimensions.y = 1.0;
288 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
290 if( mScaleDimensions.z <= 0.0 )
292 mScaleDimensions.z = 1.0;
293 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
298 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
302 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
305 if( bevel->Get( mBevelPercentage ) )
308 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
310 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
311 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
313 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
315 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
316 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
321 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
325 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
328 if( smoothness->Get( mBevelSmoothness ) )
331 if( mBevelSmoothness < MIN_SMOOTHNESS )
333 mBevelSmoothness = MIN_SMOOTHNESS;
334 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
336 else if( mBevelSmoothness > MAX_SMOOTHNESS )
338 mBevelSmoothness = MAX_SMOOTHNESS;
339 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
344 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
348 //Read in light position.
349 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
352 if( !lightPosition->Get( mLightPosition ) )
354 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
355 mLightPosition = Vector3::ZERO;
360 //Default behaviour is to place the light directly in front of the object,
361 // at a reasonable distance to light everything on screen.
362 Stage stage = Stage::GetCurrent();
364 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
368 void PrimitiveVisual::SetSize( const Vector2& size )
370 Visual::Base::SetSize( size );
372 // ToDo: renderer responds to the size change
375 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) const
377 naturalSize.x = mObjectDimensions.x;
378 naturalSize.y = mObjectDimensions.y;
381 void PrimitiveVisual::DoSetOnStage( Actor& actor )
383 InitializeRenderer();
386 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
389 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
390 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
391 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
392 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
393 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
394 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
395 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
396 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
397 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
398 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
399 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
400 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
401 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
404 void PrimitiveVisual::InitializeRenderer()
416 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
417 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
420 void PrimitiveVisual::UpdateShaderUniforms()
422 Stage stage = Stage::GetCurrent();
423 float width = stage.GetSize().width;
424 float height = stage.GetSize().height;
426 //Flip model to account for DALi starting with (0, 0) at the top left.
428 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
430 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
431 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
432 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
433 mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
434 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
437 void PrimitiveVisual::CreateShader()
439 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
440 UpdateShaderUniforms();
443 void PrimitiveVisual::CreateGeometry()
445 Dali::Vector<Vertex> vertices;
446 Dali::Vector<unsigned short> indices;
448 switch( mPrimitiveType )
450 case Toolkit::PrimitiveVisual::Shape::SPHERE:
452 CreateSphere( vertices, indices, mSlices, mStacks );
455 case Toolkit::PrimitiveVisual::Shape::CONE:
457 //Create a conic with zero top radius.
458 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
461 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
463 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
466 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
468 //Create a conic with equal radii on the top and bottom.
469 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
472 case Toolkit::PrimitiveVisual::Shape::CUBE:
474 //Create a cube by creating a bevelled cube with minimum bevel.
475 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
478 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
480 //Create an octahedron by creating a bevelled cube with maximum bevel.
481 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
484 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
486 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
491 mGeometry = Geometry::New();
494 Property::Map vertexFormat;
495 vertexFormat[POSITION] = Property::VECTOR3;
496 vertexFormat[NORMAL] = Property::VECTOR3;
497 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
498 surfaceVertices.SetData( &vertices[0], vertices.Size() );
500 mGeometry.AddVertexBuffer( surfaceVertices );
502 //Indices for triangle formulation
503 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
506 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
508 ComputeSphereVertices( vertices, slices, stacks );
509 FormSphereTriangles( indices, slices, stacks );
511 mObjectDimensions = Vector3::ONE;
514 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
515 float scaleBottomRadius, float scaleHeight, int slices )
517 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
518 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
520 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
521 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
522 float yDimension = scaleHeight;
523 float largestDimension = std::max( xDimension, yDimension );
525 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
526 xDimension / largestDimension );
529 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
530 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
532 dimensions.Normalize();
534 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
536 ComputeCubeVertices( vertices, dimensions );
537 FormCubeTriangles( indices );
539 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
541 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
542 FormOctahedronTriangles( indices );
544 else //In between, form a bevelled cube.
546 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
547 FormBevelledCubeTriangles( indices );
550 mObjectDimensions = dimensions;
553 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
561 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
563 sinTable.Resize( divisions );
564 cosTable.Resize( divisions );
566 for( int i = 0; i < divisions; i++ )
568 sinTable[i] = sin( angleDivision * i );
569 cosTable[i] = cos( angleDivision * i );
573 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
575 //Tables for calculating slices angles and stacks angles, respectively.
576 Vector<float> sinTable1;
577 Vector<float> cosTable1;
578 Vector<float> sinTable2;
579 Vector<float> cosTable2;
581 ComputeCircleTables( sinTable1, cosTable1, slices, false );
582 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
584 int numVertices = slices * ( stacks - 1 ) + 2;
585 vertices.Resize( numVertices );
587 int vertexIndex = 0; //Track progress through vertices.
593 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
594 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
598 for( int i = 1; i < stacks; i++ )
600 for( int j = 0; j < slices; j++, vertexIndex++ )
602 x = cosTable1[j] * sinTable2[i];
604 z = sinTable1[j] * sinTable2[i];
606 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
607 vertices[vertexIndex].normal = Vector3( x, y, z );
612 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
613 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
616 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
620 //Set indices to placeholder "error" values.
621 //This will display nothing, which is the expected behaviour for this edge case.
626 int numTriangles = 2 * slices * ( stacks - 1 );
628 indices.Resize( 3 * numTriangles );
630 int indiceIndex = 0; //Used to keep track of progress through indices.
631 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
632 int currentCycleBeginning = 1 + slices;
634 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
635 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
637 indices[indiceIndex] = 0;
640 //End, so loop around.
641 indices[indiceIndex + 1] = 1;
645 indices[indiceIndex + 1] = i + 1;
647 indices[indiceIndex + 2] = i;
650 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
651 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
653 for( int j = 0; j < slices; j++, indiceIndex += 6 )
655 if( j == slices - 1 )
657 //End, so loop around.
658 indices[indiceIndex] = previousCycleBeginning + j;
659 indices[indiceIndex + 1] = previousCycleBeginning;
660 indices[indiceIndex + 2] = currentCycleBeginning + j;
661 indices[indiceIndex + 3] = currentCycleBeginning + j;
662 indices[indiceIndex + 4] = previousCycleBeginning;
663 indices[indiceIndex + 5] = currentCycleBeginning;
667 indices[indiceIndex] = previousCycleBeginning + j;
668 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
669 indices[indiceIndex + 2] = currentCycleBeginning + j;
670 indices[indiceIndex + 3] = currentCycleBeginning + j;
671 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
672 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
677 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
678 for( int i = 0; i < slices; i++, indiceIndex += 3 )
680 indices[indiceIndex] = previousCycleBeginning + slices;
681 indices[indiceIndex + 1] = previousCycleBeginning + i;
682 if( i == slices - 1 )
684 //End, so loop around.
685 indices[indiceIndex + 2] = previousCycleBeginning;
689 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
694 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
695 float scaleBottomRadius, float scaleHeight, int slices )
697 int vertexIndex = 0; //Track progress through vertices.
698 Vector<float> sinTable;
699 Vector<float> cosTable;
701 ComputeCircleTables( sinTable, cosTable, slices, false );
703 int numVertices = 2; //Always will have one at the top and one at the bottom.
705 //Add vertices for each circle. Need two per point for different face normals.
706 if( scaleTopRadius > 0.0 )
708 numVertices += 2 * slices;
710 if( scaleBottomRadius > 0.0 )
712 numVertices += 2 * slices;
715 vertices.Resize( numVertices );
718 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
719 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
720 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
721 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
723 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
725 float y = scaleHeight / biggestObjectDimension / 2.0f;
729 vertices[0].position = Vector3( 0, y, 0 );
730 vertices[0].normal = Vector3( 0, 1, 0 );
734 if( scaleTopRadius > 0.0 )
736 //Loop around the circle.
737 for( int i = 0; i < slices; i++, vertexIndex++ )
739 x = sinTable[i] * scaleTopRadius;
740 z = cosTable[i] * scaleTopRadius;
742 //Upward-facing normal.
743 vertices[vertexIndex].position = Vector3( x, y, z );
744 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
746 //Outward-facing normal.
747 vertices[vertexIndex + slices].position = Vector3( x, y, z );
748 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
751 vertexIndex += slices;
755 if( scaleBottomRadius > 0.0 )
757 //Loop around the circle.
758 for( int i = 0; i < slices; i++, vertexIndex++ )
760 x = sinTable[i] * scaleBottomRadius;
761 z = cosTable[i] * scaleBottomRadius;
763 //Outward-facing normal.
764 vertices[vertexIndex].position = Vector3( x, -y, z );
765 vertices[vertexIndex].normal = Vector3( x, 0, z );
767 //Downward-facing normal.
768 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
769 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
772 vertexIndex += slices;
776 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
777 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
781 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
782 float scaleBottomRadius, int slices )
784 int indiceIndex = 0; //Track progress through indices.
785 int numTriangles = 0;
786 bool coneTop = scaleTopRadius <= 0.0;
787 bool coneBottom = scaleBottomRadius <= 0.0;
789 if( coneTop && coneBottom )
791 //Set indices to placeholder "error" values.
792 //This will display nothing, which is the expected behaviour for this edge case.
799 numTriangles += 2 * slices;
803 numTriangles += 2 * slices;
806 indices.Resize( 3 * numTriangles );
808 //Switch on the type of conic we have.
809 if( !coneTop && !coneBottom )
811 //Top circle. Start at index of first outer point and go around.
812 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
814 indices[indiceIndex] = 0;
815 indices[indiceIndex + 1] = i;
818 //End, so loop around.
819 indices[indiceIndex + 2] = 1;
823 indices[indiceIndex + 2] = i + 1;
827 int topCycleBeginning = slices + 1;
828 int bottomCycleBeginning = topCycleBeginning + slices;
831 for( int i = 0; i < slices; i++, indiceIndex += 6 )
833 if( i == slices - 1 )
835 //End, so loop around.
836 indices[indiceIndex] = topCycleBeginning + i;
837 indices[indiceIndex + 1] = bottomCycleBeginning + i;
838 indices[indiceIndex + 2] = topCycleBeginning;
839 indices[indiceIndex + 3] = bottomCycleBeginning + i;
840 indices[indiceIndex + 4] = bottomCycleBeginning;
841 indices[indiceIndex + 5] = topCycleBeginning;
845 indices[indiceIndex] = topCycleBeginning + i;
846 indices[indiceIndex + 1] = bottomCycleBeginning + i;
847 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
848 indices[indiceIndex + 3] = bottomCycleBeginning + i;
849 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
850 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
854 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
857 for( int i = 0; i < slices; i++, indiceIndex += 3 )
859 indices[indiceIndex] = bottomFaceCycleBeginning;
860 if( i == slices - 1 )
862 //End, so loop around.
863 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
867 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
869 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
872 else if( !coneTop || !coneBottom )
874 //Top circle/edges. Start at index of first outer point and go around.
875 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
877 indices[indiceIndex] = 0;
878 indices[indiceIndex + 1] = i;
881 //End, so loop around.
882 indices[indiceIndex + 2] = 1;
886 indices[indiceIndex + 2] = i + 1;
890 //Bottom circle/edges. Start at index of first outer point and go around.
891 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
893 indices[indiceIndex] = 2 * slices + 1;
896 //End, so loop around.
897 indices[indiceIndex + 1] = slices + 1;
901 indices[indiceIndex + 1] = slices + i + 1;
903 indices[indiceIndex + 2] = slices + i;
908 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
910 int numVertices = 4 * 6; //Four per face.
911 int vertexIndex = 0; //Tracks progress through vertices.
912 float scaledX = 0.5 * dimensions.x;
913 float scaledY = 0.5 * dimensions.y;
914 float scaledZ = 0.5 * dimensions.z;
916 vertices.Resize( numVertices );
918 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
920 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
923 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
924 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
925 positions[2] = Vector3( scaledX, scaledY, scaledZ );
926 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
927 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
928 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
929 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
930 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
932 normals[0] = Vector3( 0, 1, 0 );
933 normals[1] = Vector3( 0, 0, -1 );
934 normals[2] = Vector3( 1, 0, 0 );
935 normals[3] = Vector3( 0, 0, 1 );
936 normals[4] = Vector3( -1, 0, 0 );
937 normals[5] = Vector3( 0, -1, 0 );
939 //Top face, upward normals.
940 for( int i = 0; i < 4; i++, vertexIndex++ )
942 vertices[vertexIndex].position = positions[i];
943 vertices[vertexIndex].normal = normals[0];
946 //Top face, outward normals.
947 for( int i = 0; i < 4; i++, vertexIndex += 2 )
949 vertices[vertexIndex].position = positions[i];
950 vertices[vertexIndex].normal = normals[i + 1];
954 //End, so loop around.
955 vertices[vertexIndex + 1].position = positions[0];
959 vertices[vertexIndex + 1].position = positions[i + 1];
961 vertices[vertexIndex + 1].normal = normals[i + 1];
964 //Bottom face, outward normals.
965 for( int i = 0; i < 4; i++, vertexIndex += 2 )
967 vertices[vertexIndex].position = positions[i + 4];
968 vertices[vertexIndex].normal = normals[i + 1];
972 //End, so loop around.
973 vertices[vertexIndex + 1].position = positions[4];
977 vertices[vertexIndex + 1].position = positions[i + 5];
979 vertices[vertexIndex + 1].normal = normals[i + 1];
982 //Bottom face, downward normals.
983 for( int i = 0; i < 4; i++, vertexIndex++ )
985 vertices[vertexIndex].position = positions[i + 4];
986 vertices[vertexIndex].normal = normals[5];
991 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
993 int numTriangles = 12;
994 int triangleIndex = 0; //Track progress through indices.
996 indices.Resize( 3 * numTriangles );
999 indices[triangleIndex] = 0;
1000 indices[triangleIndex + 1] = 2;
1001 indices[triangleIndex + 2] = 1;
1002 indices[triangleIndex + 3] = 2;
1003 indices[triangleIndex + 4] = 0;
1004 indices[triangleIndex + 5] = 3;
1007 int topFaceStart = 4;
1008 int bottomFaceStart = 12;
1011 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1013 indices[triangleIndex ] = i + topFaceStart;
1014 indices[triangleIndex + 1] = i + topFaceStart + 1;
1015 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1016 indices[triangleIndex + 3] = i + topFaceStart;
1017 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1018 indices[triangleIndex + 5] = i + bottomFaceStart;
1022 indices[triangleIndex] = 20;
1023 indices[triangleIndex + 1] = 21;
1024 indices[triangleIndex + 2] = 22;
1025 indices[triangleIndex + 3] = 22;
1026 indices[triangleIndex + 4] = 23;
1027 indices[triangleIndex + 5] = 20;
1030 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1032 int numVertices = 3 * 8; //Three per face
1033 int vertexIndex = 0; //Tracks progress through vertices.
1034 float scaledX = 0.5 * dimensions.x;
1035 float scaledY = 0.5 * dimensions.y;
1036 float scaledZ = 0.5 * dimensions.z;
1038 vertices.Resize( numVertices );
1040 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1041 positions.Resize(6);
1042 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1044 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1045 outerNormals.Resize( 6 );
1047 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1048 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1049 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1050 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1051 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1052 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1054 normals[0] = Vector3( -1, 1, -1 );
1055 normals[1] = Vector3( 1, 1, -1 );
1056 normals[2] = Vector3( 1, 1, 1 );
1057 normals[3] = Vector3( -1, 1, 1 );
1058 normals[4] = Vector3( -1, -1, -1 );
1059 normals[5] = Vector3( 1, -1, -1 );
1060 normals[6] = Vector3( 1, -1, 1 );
1061 normals[7] = Vector3( -1, -1, 1 );
1063 outerNormals[0] = Vector3( 0, 1, 0 );
1064 outerNormals[1] = Vector3( -1, 0, 0 );
1065 outerNormals[2] = Vector3( 0, 0, -1 );
1066 outerNormals[3] = Vector3( 1, 0, 0 );
1067 outerNormals[4] = Vector3( 0, 0, 1 );
1068 outerNormals[5] = Vector3( 0, -1, 0 );
1070 //Loop through top faces.
1071 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1075 //End, so loop around.
1076 vertices[vertexIndex ].position = positions[0];
1077 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1078 vertices[vertexIndex + 1].position = positions[1];
1079 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1080 vertices[vertexIndex + 2].position = positions[i + 1];
1081 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1085 vertices[vertexIndex ].position = positions[0];
1086 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1087 vertices[vertexIndex + 1].position = positions[i + 2];
1088 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1089 vertices[vertexIndex + 2].position = positions[i + 1];
1090 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1094 //Loop through bottom faces.
1095 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1099 //End, so loop around.
1100 vertices[vertexIndex ].position = positions[5];
1101 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1102 vertices[vertexIndex + 1].position = positions[i + 1];
1103 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1104 vertices[vertexIndex + 2].position = positions[1];
1105 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1109 vertices[vertexIndex ].position = positions[5];
1110 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1111 vertices[vertexIndex + 1].position = positions[i + 1];
1112 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1113 vertices[vertexIndex + 2].position = positions[i + 2];
1114 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1119 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1121 int numTriangles = 8;
1122 int numIndices = numTriangles * 3;
1124 indices.Resize( numIndices );
1126 for( unsigned short i = 0; i < numIndices; i++ )
1132 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1133 float bevelPercentage, float bevelSmoothness )
1135 int numPositions = 24;
1137 int numOuterFaces = 6;
1138 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1139 int vertexIndex = 0; //Track progress through vertices.
1140 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1142 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1143 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1145 //Distances from centre to outer edge points.
1146 float outerX = 0.5 * dimensions.x;
1147 float outerY = 0.5 * dimensions.y;
1148 float outerZ = 0.5 * dimensions.z;
1150 //Distances from centre to bevelled points.
1151 float bevelX = outerX - bevelAmount;
1152 float bevelY = outerY - bevelAmount;
1153 float bevelZ = outerZ - 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