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/devel-api/visual-factory/devel-visual-properties.h>
30 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
46 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
47 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
54 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
57 const char * const PRIMITIVE_SHAPE( "shape" );
58 const char * const SHAPE_COLOR( "mixColor" );
59 const char * const SLICES( "slices" );
60 const char * const STACKS( "stacks" );
61 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
62 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
63 const char * const SCALE_HEIGHT( "scaleHeight" );
64 const char * const SCALE_RADIUS( "scaleRadius" );
65 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
66 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
67 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
68 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
70 //Primitive property defaults
71 const int DEFAULT_SLICES = 128; ///< For spheres and conics
72 const int DEFAULT_STACKS = 128; ///< For spheres and conics
73 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
74 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
75 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
76 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
77 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
78 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
79 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
82 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
83 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
84 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
85 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
86 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
87 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
88 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
90 //Specific shape labels.
91 const char * const SPHERE_LABEL( "SPHERE" );
92 const char * const CONE_LABEL( "CONE" );
93 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
94 const char * const CYLINDER_LABEL( "CYLINDER" );
95 const char * const CUBE_LABEL( "CUBE" );
96 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
97 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
100 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
101 const char * const COLOR_UNIFORM_NAME( "mixColor" );
102 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
103 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
106 const char * const POSITION( "aPosition");
107 const char * const NORMAL( "aNormal" );
108 const char * const INDICES( "aIndices" );
110 //A simple shader that applies diffuse lighting to a mono-coloured object.
111 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
112 attribute highp vec3 aPosition;\n
113 attribute highp vec2 aTexCoord;\n
114 attribute highp vec3 aNormal;\n
115 varying mediump vec3 vIllumination;\n
116 uniform mediump vec3 uSize;\n
117 uniform mediump vec3 uObjectDimensions;\n
118 uniform mediump mat4 uMvpMatrix;\n
119 uniform mediump mat4 uModelView;\n
120 uniform mediump mat4 uViewMatrix;\n
121 uniform mediump mat3 uNormalMatrix;\n
122 uniform mediump mat4 uObjectMatrix;\n
123 uniform mediump vec3 lightPosition;\n
124 uniform mediump vec2 uStageOffset;\n
126 //Visual size and offset
127 uniform mediump vec2 offset;\n
128 uniform mediump vec2 size;\n
129 uniform mediump vec4 offsetSizeMode;\n
130 uniform mediump vec2 origin;\n
131 uniform mediump vec2 anchorPoint;\n
133 vec4 ComputeVertexPosition()\n
135 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
136 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
137 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
138 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
139 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
140 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
145 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
146 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
147 vertexPosition = uMvpMatrix * vertexPosition;\n
149 //Illumination in Model-View space - Transform attributes and uniforms\n
150 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
151 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
153 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
154 mvLightPosition = uViewMatrix * mvLightPosition;\n
155 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
157 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
158 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
160 gl_Position = vertexPosition;\n
164 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
165 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
166 precision mediump float;\n
167 varying mediump vec3 vIllumination;\n
168 uniform lowp vec4 uColor;\n
169 uniform lowp vec4 mixColor;\n
173 vec4 baseColor = mixColor * uColor;\n
174 gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
178 } // unnamed namespace
180 PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
182 return new PrimitiveVisual( factoryCache );
185 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
186 : Visual::Base( factoryCache ),
187 mColor( DEFAULT_COLOR ),
188 mScaleDimensions( Vector3::ONE ),
189 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
190 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
191 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
192 mScaleRadius( DEFAULT_SCALE_RADIUS ),
193 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
194 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
195 mSlices( DEFAULT_SLICES ),
196 mStacks( DEFAULT_STACKS ),
197 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
201 PrimitiveVisual::~PrimitiveVisual()
205 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
207 //Find out which shape to renderer.
208 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
209 if( primitiveTypeValue )
211 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
215 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
218 //Read in other potential properties.
220 Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
221 if( color && !color->Get( mColor ) )
223 DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
226 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
229 if( slices->Get( mSlices ) )
232 if( mSlices > MAX_PARTITIONS )
234 mSlices = MAX_PARTITIONS;
235 DALI_LOG_WARNING( "Value for slices clamped.\n" );
237 else if ( mSlices < MIN_SLICES )
239 mSlices = MIN_SLICES;
240 DALI_LOG_WARNING( "Value for slices clamped.\n" );
245 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
249 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
252 if( stacks->Get( mStacks ) )
255 if( mStacks > MAX_PARTITIONS )
257 mStacks = MAX_PARTITIONS;
258 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
260 else if ( mStacks < MIN_STACKS )
262 mStacks = MIN_STACKS;
263 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
268 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
272 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
273 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
275 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
278 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
279 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
281 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
284 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
285 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
287 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
290 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
291 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
293 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
296 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
299 if( dimensions->Get( mScaleDimensions ) )
301 //If any dimension is invalid, set it to a sensible default.
302 if( mScaleDimensions.x <= 0.0 )
304 mScaleDimensions.x = 1.0;
305 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
307 if( mScaleDimensions.y <= 0.0 )
309 mScaleDimensions.y = 1.0;
310 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
312 if( mScaleDimensions.z <= 0.0 )
314 mScaleDimensions.z = 1.0;
315 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
320 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
324 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
327 if( bevel->Get( mBevelPercentage ) )
330 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
332 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
333 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
335 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
337 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
338 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
343 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
347 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
350 if( smoothness->Get( mBevelSmoothness ) )
353 if( mBevelSmoothness < MIN_SMOOTHNESS )
355 mBevelSmoothness = MIN_SMOOTHNESS;
356 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
358 else if( mBevelSmoothness > MAX_SMOOTHNESS )
360 mBevelSmoothness = MAX_SMOOTHNESS;
361 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
366 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
370 //Read in light position.
371 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
374 if( !lightPosition->Get( mLightPosition ) )
376 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
377 mLightPosition = Vector3::ZERO;
382 //Default behaviour is to place the light directly in front of the object,
383 // at a reasonable distance to light everything on screen.
384 Stage stage = Stage::GetCurrent();
386 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
390 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
392 naturalSize.x = mObjectDimensions.x;
393 naturalSize.y = mObjectDimensions.y;
396 void PrimitiveVisual::DoSetOnStage( Actor& actor )
398 InitializeRenderer();
400 actor.AddRenderer( mImpl->mRenderer );
403 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
406 map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::PRIMITIVE );
407 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
408 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
409 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
410 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
411 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
412 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
413 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
414 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
415 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
416 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
417 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
418 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
421 void PrimitiveVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
426 Dali::Property::Value PrimitiveVisual::DoGetProperty( Dali::Property::Index index )
429 return Dali::Property::Value();
432 void PrimitiveVisual::OnSetTransform()
434 if( mImpl->mRenderer )
436 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
440 void PrimitiveVisual::InitializeRenderer()
452 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
453 mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
455 //Register transform properties
456 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
459 void PrimitiveVisual::UpdateShaderUniforms()
461 Stage stage = Stage::GetCurrent();
462 float width = stage.GetSize().width;
463 float height = stage.GetSize().height;
465 //Flip model to account for DALi starting with (0, 0) at the top left.
467 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
469 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
470 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
471 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
472 mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
473 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
476 void PrimitiveVisual::CreateShader()
478 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
479 UpdateShaderUniforms();
482 void PrimitiveVisual::CreateGeometry()
484 Dali::Vector<Vertex> vertices;
485 Dali::Vector<unsigned short> indices;
487 switch( mPrimitiveType )
489 case Toolkit::PrimitiveVisual::Shape::SPHERE:
491 CreateSphere( vertices, indices, mSlices, mStacks );
494 case Toolkit::PrimitiveVisual::Shape::CONE:
496 //Create a conic with zero top radius.
497 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
500 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
502 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
505 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
507 //Create a conic with equal radii on the top and bottom.
508 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
511 case Toolkit::PrimitiveVisual::Shape::CUBE:
513 //Create a cube by creating a bevelled cube with minimum bevel.
514 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
517 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
519 //Create an octahedron by creating a bevelled cube with maximum bevel.
520 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
523 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
525 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
530 mGeometry = Geometry::New();
533 Property::Map vertexFormat;
534 vertexFormat[POSITION] = Property::VECTOR3;
535 vertexFormat[NORMAL] = Property::VECTOR3;
536 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
537 surfaceVertices.SetData( &vertices[0], vertices.Size() );
539 mGeometry.AddVertexBuffer( surfaceVertices );
541 //Indices for triangle formulation
542 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
545 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
547 ComputeSphereVertices( vertices, slices, stacks );
548 FormSphereTriangles( indices, slices, stacks );
550 mObjectDimensions = Vector3::ONE;
553 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
554 float scaleBottomRadius, float scaleHeight, int slices )
556 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
557 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
559 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
560 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
561 float yDimension = scaleHeight;
562 float largestDimension = std::max( xDimension, yDimension );
564 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
565 xDimension / largestDimension );
568 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
569 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
571 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
572 dimensions = dimensions / maxDimension;
574 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
576 ComputeCubeVertices( vertices, dimensions );
577 FormCubeTriangles( indices );
579 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
581 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
582 FormOctahedronTriangles( indices );
584 else //In between, form a bevelled cube.
586 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
587 FormBevelledCubeTriangles( indices );
590 mObjectDimensions = dimensions;
593 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
601 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
603 sinTable.Resize( divisions );
604 cosTable.Resize( divisions );
606 for( int i = 0; i < divisions; i++ )
608 sinTable[i] = sin( angleDivision * i );
609 cosTable[i] = cos( angleDivision * i );
613 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
615 //Tables for calculating slices angles and stacks angles, respectively.
616 Vector<float> sinTable1;
617 Vector<float> cosTable1;
618 Vector<float> sinTable2;
619 Vector<float> cosTable2;
621 ComputeCircleTables( sinTable1, cosTable1, slices, false );
622 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
624 int numVertices = slices * ( stacks - 1 ) + 2;
625 vertices.Resize( numVertices );
627 int vertexIndex = 0; //Track progress through vertices.
633 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
634 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
638 for( int i = 1; i < stacks; i++ )
640 for( int j = 0; j < slices; j++, vertexIndex++ )
642 x = cosTable1[j] * sinTable2[i];
644 z = sinTable1[j] * sinTable2[i];
646 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
647 vertices[vertexIndex].normal = Vector3( x, y, z );
652 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
653 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
656 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
660 //Set indices to placeholder "error" values.
661 //This will display nothing, which is the expected behaviour for this edge case.
666 int numTriangles = 2 * slices * ( stacks - 1 );
668 indices.Resize( 3 * numTriangles );
670 int indiceIndex = 0; //Used to keep track of progress through indices.
671 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
672 int currentCycleBeginning = 1 + slices;
674 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
675 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
677 indices[indiceIndex] = 0;
680 //End, so loop around.
681 indices[indiceIndex + 1] = 1;
685 indices[indiceIndex + 1] = i + 1;
687 indices[indiceIndex + 2] = i;
690 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
691 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
693 for( int j = 0; j < slices; j++, indiceIndex += 6 )
695 if( j == slices - 1 )
697 //End, so loop around.
698 indices[indiceIndex] = previousCycleBeginning + j;
699 indices[indiceIndex + 1] = previousCycleBeginning;
700 indices[indiceIndex + 2] = currentCycleBeginning + j;
701 indices[indiceIndex + 3] = currentCycleBeginning + j;
702 indices[indiceIndex + 4] = previousCycleBeginning;
703 indices[indiceIndex + 5] = currentCycleBeginning;
707 indices[indiceIndex] = previousCycleBeginning + j;
708 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
709 indices[indiceIndex + 2] = currentCycleBeginning + j;
710 indices[indiceIndex + 3] = currentCycleBeginning + j;
711 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
712 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
717 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
718 for( int i = 0; i < slices; i++, indiceIndex += 3 )
720 indices[indiceIndex] = previousCycleBeginning + slices;
721 indices[indiceIndex + 1] = previousCycleBeginning + i;
722 if( i == slices - 1 )
724 //End, so loop around.
725 indices[indiceIndex + 2] = previousCycleBeginning;
729 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
734 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
735 float scaleBottomRadius, float scaleHeight, int slices )
737 int vertexIndex = 0; //Track progress through vertices.
738 Vector<float> sinTable;
739 Vector<float> cosTable;
741 ComputeCircleTables( sinTable, cosTable, slices, false );
743 int numVertices = 2; //Always will have one at the top and one at the bottom.
745 //Add vertices for each circle. Need two per point for different face normals.
746 if( scaleTopRadius > 0.0 )
748 numVertices += 2 * slices;
750 if( scaleBottomRadius > 0.0 )
752 numVertices += 2 * slices;
755 vertices.Resize( numVertices );
758 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
759 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
760 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
761 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
763 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
765 float y = scaleHeight / biggestObjectDimension / 2.0f;
769 vertices[0].position = Vector3( 0, y, 0 );
770 vertices[0].normal = Vector3( 0, 1, 0 );
774 if( scaleTopRadius > 0.0 )
776 //Loop around the circle.
777 for( int i = 0; i < slices; i++, vertexIndex++ )
779 x = sinTable[i] * scaleTopRadius;
780 z = cosTable[i] * scaleTopRadius;
782 //Upward-facing normal.
783 vertices[vertexIndex].position = Vector3( x, y, z );
784 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
786 //Outward-facing normal.
787 vertices[vertexIndex + slices].position = Vector3( x, y, z );
788 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
791 vertexIndex += slices;
795 if( scaleBottomRadius > 0.0 )
797 //Loop around the circle.
798 for( int i = 0; i < slices; i++, vertexIndex++ )
800 x = sinTable[i] * scaleBottomRadius;
801 z = cosTable[i] * scaleBottomRadius;
803 //Outward-facing normal.
804 vertices[vertexIndex].position = Vector3( x, -y, z );
805 vertices[vertexIndex].normal = Vector3( x, 0, z );
807 //Downward-facing normal.
808 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
809 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
812 vertexIndex += slices;
816 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
817 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
821 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
822 float scaleBottomRadius, int slices )
824 int indiceIndex = 0; //Track progress through indices.
825 int numTriangles = 0;
826 bool coneTop = scaleTopRadius <= 0.0;
827 bool coneBottom = scaleBottomRadius <= 0.0;
829 if( coneTop && coneBottom )
831 //Set indices to placeholder "error" values.
832 //This will display nothing, which is the expected behaviour for this edge case.
839 numTriangles += 2 * slices;
843 numTriangles += 2 * slices;
846 indices.Resize( 3 * numTriangles );
848 //Switch on the type of conic we have.
849 if( !coneTop && !coneBottom )
851 //Top circle. Start at index of first outer point and go around.
852 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
854 indices[indiceIndex] = 0;
855 indices[indiceIndex + 1] = i;
858 //End, so loop around.
859 indices[indiceIndex + 2] = 1;
863 indices[indiceIndex + 2] = i + 1;
867 int topCycleBeginning = slices + 1;
868 int bottomCycleBeginning = topCycleBeginning + slices;
871 for( int i = 0; i < slices; i++, indiceIndex += 6 )
873 if( i == slices - 1 )
875 //End, so loop around.
876 indices[indiceIndex] = topCycleBeginning + i;
877 indices[indiceIndex + 1] = bottomCycleBeginning + i;
878 indices[indiceIndex + 2] = topCycleBeginning;
879 indices[indiceIndex + 3] = bottomCycleBeginning + i;
880 indices[indiceIndex + 4] = bottomCycleBeginning;
881 indices[indiceIndex + 5] = topCycleBeginning;
885 indices[indiceIndex] = topCycleBeginning + i;
886 indices[indiceIndex + 1] = bottomCycleBeginning + i;
887 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
888 indices[indiceIndex + 3] = bottomCycleBeginning + i;
889 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
890 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
894 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
897 for( int i = 0; i < slices; i++, indiceIndex += 3 )
899 indices[indiceIndex] = bottomFaceCycleBeginning;
900 if( i == slices - 1 )
902 //End, so loop around.
903 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
907 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
909 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
912 else if( !coneTop || !coneBottom )
914 //Top circle/edges. Start at index of first outer point and go around.
915 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
917 indices[indiceIndex] = 0;
918 indices[indiceIndex + 1] = i;
921 //End, so loop around.
922 indices[indiceIndex + 2] = 1;
926 indices[indiceIndex + 2] = i + 1;
930 //Bottom circle/edges. Start at index of first outer point and go around.
931 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
933 indices[indiceIndex] = 2 * slices + 1;
936 //End, so loop around.
937 indices[indiceIndex + 1] = slices + 1;
941 indices[indiceIndex + 1] = slices + i + 1;
943 indices[indiceIndex + 2] = slices + i;
948 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
950 int numVertices = 4 * 6; //Four per face.
951 int vertexIndex = 0; //Tracks progress through vertices.
952 float scaledX = 0.5 * dimensions.x;
953 float scaledY = 0.5 * dimensions.y;
954 float scaledZ = 0.5 * dimensions.z;
956 vertices.Resize( numVertices );
958 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
960 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
963 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
964 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
965 positions[2] = Vector3( scaledX, scaledY, scaledZ );
966 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
967 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
968 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
969 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
970 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
972 normals[0] = Vector3( 0, 1, 0 );
973 normals[1] = Vector3( 0, 0, -1 );
974 normals[2] = Vector3( 1, 0, 0 );
975 normals[3] = Vector3( 0, 0, 1 );
976 normals[4] = Vector3( -1, 0, 0 );
977 normals[5] = Vector3( 0, -1, 0 );
979 //Top face, upward normals.
980 for( int i = 0; i < 4; i++, vertexIndex++ )
982 vertices[vertexIndex].position = positions[i];
983 vertices[vertexIndex].normal = normals[0];
986 //Top face, outward normals.
987 for( int i = 0; i < 4; i++, vertexIndex += 2 )
989 vertices[vertexIndex].position = positions[i];
990 vertices[vertexIndex].normal = normals[i + 1];
994 //End, so loop around.
995 vertices[vertexIndex + 1].position = positions[0];
999 vertices[vertexIndex + 1].position = positions[i + 1];
1001 vertices[vertexIndex + 1].normal = normals[i + 1];
1004 //Bottom face, outward normals.
1005 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1007 vertices[vertexIndex].position = positions[i + 4];
1008 vertices[vertexIndex].normal = normals[i + 1];
1012 //End, so loop around.
1013 vertices[vertexIndex + 1].position = positions[4];
1017 vertices[vertexIndex + 1].position = positions[i + 5];
1019 vertices[vertexIndex + 1].normal = normals[i + 1];
1022 //Bottom face, downward normals.
1023 for( int i = 0; i < 4; i++, vertexIndex++ )
1025 vertices[vertexIndex].position = positions[i + 4];
1026 vertices[vertexIndex].normal = normals[5];
1031 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1033 int numTriangles = 12;
1034 int triangleIndex = 0; //Track progress through indices.
1036 indices.Resize( 3 * numTriangles );
1039 indices[triangleIndex] = 0;
1040 indices[triangleIndex + 1] = 2;
1041 indices[triangleIndex + 2] = 1;
1042 indices[triangleIndex + 3] = 2;
1043 indices[triangleIndex + 4] = 0;
1044 indices[triangleIndex + 5] = 3;
1047 int topFaceStart = 4;
1048 int bottomFaceStart = 12;
1051 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1053 indices[triangleIndex ] = i + topFaceStart;
1054 indices[triangleIndex + 1] = i + topFaceStart + 1;
1055 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1056 indices[triangleIndex + 3] = i + topFaceStart;
1057 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1058 indices[triangleIndex + 5] = i + bottomFaceStart;
1062 indices[triangleIndex] = 20;
1063 indices[triangleIndex + 1] = 21;
1064 indices[triangleIndex + 2] = 22;
1065 indices[triangleIndex + 3] = 22;
1066 indices[triangleIndex + 4] = 23;
1067 indices[triangleIndex + 5] = 20;
1070 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1072 int numVertices = 3 * 8; //Three per face
1073 int vertexIndex = 0; //Tracks progress through vertices.
1074 float scaledX = 0.5 * dimensions.x;
1075 float scaledY = 0.5 * dimensions.y;
1076 float scaledZ = 0.5 * dimensions.z;
1078 vertices.Resize( numVertices );
1080 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1081 positions.Resize(6);
1082 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1084 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1085 outerNormals.Resize( 6 );
1087 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1088 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1089 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1090 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1091 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1092 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1094 normals[0] = Vector3( -1, 1, -1 );
1095 normals[1] = Vector3( 1, 1, -1 );
1096 normals[2] = Vector3( 1, 1, 1 );
1097 normals[3] = Vector3( -1, 1, 1 );
1098 normals[4] = Vector3( -1, -1, -1 );
1099 normals[5] = Vector3( 1, -1, -1 );
1100 normals[6] = Vector3( 1, -1, 1 );
1101 normals[7] = Vector3( -1, -1, 1 );
1103 outerNormals[0] = Vector3( 0, 1, 0 );
1104 outerNormals[1] = Vector3( -1, 0, 0 );
1105 outerNormals[2] = Vector3( 0, 0, -1 );
1106 outerNormals[3] = Vector3( 1, 0, 0 );
1107 outerNormals[4] = Vector3( 0, 0, 1 );
1108 outerNormals[5] = Vector3( 0, -1, 0 );
1110 //Loop through top faces.
1111 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1115 //End, so loop around.
1116 vertices[vertexIndex ].position = positions[0];
1117 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1118 vertices[vertexIndex + 1].position = positions[1];
1119 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1120 vertices[vertexIndex + 2].position = positions[i + 1];
1121 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1125 vertices[vertexIndex ].position = positions[0];
1126 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1127 vertices[vertexIndex + 1].position = positions[i + 2];
1128 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1129 vertices[vertexIndex + 2].position = positions[i + 1];
1130 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1134 //Loop through bottom faces.
1135 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1139 //End, so loop around.
1140 vertices[vertexIndex ].position = positions[5];
1141 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1142 vertices[vertexIndex + 1].position = positions[i + 1];
1143 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1144 vertices[vertexIndex + 2].position = positions[1];
1145 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1149 vertices[vertexIndex ].position = positions[5];
1150 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1151 vertices[vertexIndex + 1].position = positions[i + 1];
1152 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1153 vertices[vertexIndex + 2].position = positions[i + 2];
1154 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1159 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1161 int numTriangles = 8;
1162 int numIndices = numTriangles * 3;
1164 indices.Resize( numIndices );
1166 for( unsigned short i = 0; i < numIndices; i++ )
1172 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1173 float bevelPercentage, float bevelSmoothness )
1175 int numPositions = 24;
1177 int numOuterFaces = 6;
1178 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1179 int vertexIndex = 0; //Track progress through vertices.
1180 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1182 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1183 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1185 //Distances from centre to outer edge points.
1186 float outerX = 0.5 * dimensions.x;
1187 float outerY = 0.5 * dimensions.y;
1188 float outerZ = 0.5 * dimensions.z;
1190 //Distances from centre to bevelled points.
1191 float bevelX = outerX - bevelAmount;
1192 float bevelY = outerY - bevelAmount;
1193 float bevelZ = outerZ - bevelAmount;
1195 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1196 positions.Resize( numPositions );
1197 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1198 normals.Resize( numFaces );
1199 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1200 outerNormals.Resize( numOuterFaces );
1201 vertices.Resize( numVertices );
1203 //Topmost face positions.
1204 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1205 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1206 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1207 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1209 //Second layer positions.
1210 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1211 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1212 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1213 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1214 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1215 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1216 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1217 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1219 //Third layer positions.
1220 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1221 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1222 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1223 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1224 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1225 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1226 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1227 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1229 //Bottom-most face positions.
1230 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1231 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1232 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1233 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1236 normals[0 ] = Vector3( 0, 1, 0 );
1238 //Top slope normals.
1239 normals[1 ] = Vector3( -1, 1, -1 );
1240 normals[2 ] = Vector3( 0, 1, -1 );
1241 normals[3 ] = Vector3( 1, 1, -1 );
1242 normals[4 ] = Vector3( 1, 1, 0 );
1243 normals[5 ] = Vector3( 1, 1, 1 );
1244 normals[6 ] = Vector3( 0, 1, 1 );
1245 normals[7 ] = Vector3( -1, 1, 1 );
1246 normals[8 ] = Vector3( -1, 1, 0 );
1249 normals[9 ] = Vector3( -1, 0, -1 );
1250 normals[10] = Vector3( 0, 0, -1 );
1251 normals[11] = Vector3( 1, 0, -1 );
1252 normals[12] = Vector3( 1, 0, 0 );
1253 normals[13] = Vector3( 1, 0, 1 );
1254 normals[14] = Vector3( 0, 0, 1 );
1255 normals[15] = Vector3( -1, 0, 1 );
1256 normals[16] = Vector3( -1, 0, 0 );
1258 //Bottom slope normals.
1259 normals[17] = Vector3( -1, -1, -1 );
1260 normals[18] = Vector3( 0, -1, -1 );
1261 normals[19] = Vector3( 1, -1, -1 );
1262 normals[20] = Vector3( 1, -1, 0 );
1263 normals[21] = Vector3( 1, -1, 1 );
1264 normals[22] = Vector3( 0, -1, 1 );
1265 normals[23] = Vector3( -1, -1, 1 );
1266 normals[24] = Vector3( -1, -1, 0 );
1268 //Bottom face normal.
1269 normals[25] = Vector3( 0, -1, 0 );
1271 //Top, back, right, front, left and bottom faces, respectively.
1272 outerNormals[0] = Vector3( 0, 1, 0 );
1273 outerNormals[1] = Vector3( 0, 0, -1 );
1274 outerNormals[2] = Vector3( 1, 0, 0 );
1275 outerNormals[3] = Vector3( 0, 0, 1 );
1276 outerNormals[4] = Vector3( -1, 0, 0 );
1277 outerNormals[5] = Vector3( 0, -1, 0 );
1279 //Topmost face vertices.
1280 for( int i = 0; i < 4; i++, vertexIndex++ )
1282 vertices[vertexIndex].position = positions[i];
1283 vertices[vertexIndex].normal = normals[normalIndex];
1288 //Top slope vertices.
1289 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1292 vertices[vertexIndex ].position = positions[i];
1293 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1294 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1295 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1296 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1297 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1302 //End, so loop around.
1303 vertices[vertexIndex + 3].position = positions[i];
1304 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1305 vertices[vertexIndex + 4].position = positions[0];
1306 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1307 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1308 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1309 vertices[vertexIndex + 6].position = positions[4];
1310 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1314 vertices[vertexIndex + 3].position = positions[i];
1315 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1316 vertices[vertexIndex + 4].position = positions[i + 1];
1317 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1318 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1319 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1320 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1321 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1325 int secondCycleBeginning = 4;
1326 int thirdCycleBeginning = secondCycleBeginning + 8;
1327 int bottomCycleBeginning = thirdCycleBeginning + 8;
1330 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1334 //End, so loop around.
1335 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1336 vertices[vertexIndex ].normal = normals[normalIndex];
1337 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1338 vertices[vertexIndex + 1].normal = normals[normalIndex];
1339 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1340 vertices[vertexIndex + 2].normal = normals[normalIndex];
1341 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1342 vertices[vertexIndex + 3].normal = normals[normalIndex];
1344 else if( (i % 2) == 0 )
1346 //'even' faces are corner ones, and need smoothing.
1347 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1348 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1349 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1350 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1351 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1352 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1353 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1354 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1358 //'odd' faces are outer ones, and so don't need smoothing.
1359 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1360 vertices[vertexIndex ].normal = normals[normalIndex];
1361 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1362 vertices[vertexIndex + 1].normal = normals[normalIndex];
1363 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1364 vertices[vertexIndex + 2].normal = normals[normalIndex];
1365 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1366 vertices[vertexIndex + 3].normal = normals[normalIndex];
1370 //Bottom slope vertices.
1371 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1374 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1375 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1376 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1377 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1378 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1379 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1384 //End, so loop around.
1385 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1386 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1387 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1388 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1389 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1390 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1391 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1392 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1396 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1397 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1398 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1399 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1400 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1401 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1402 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1403 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1407 //Bottom-most face vertices.
1408 for( int i = 0; i < 4; i++, vertexIndex++ )
1410 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1411 vertices[vertexIndex].normal = normals[normalIndex];
1417 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1419 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1420 int indiceIndex = 0; //Track progress through indices.
1421 int vertexIndex = 0; //Track progress through vertices as they're processed.
1423 indices.Resize( 3 * numTriangles );
1426 indices[indiceIndex ] = vertexIndex;
1427 indices[indiceIndex + 1] = vertexIndex + 2;
1428 indices[indiceIndex + 2] = vertexIndex + 1;
1429 indices[indiceIndex + 3] = vertexIndex + 0;
1430 indices[indiceIndex + 4] = vertexIndex + 3;
1431 indices[indiceIndex + 5] = vertexIndex + 2;
1436 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1439 indices[indiceIndex ] = vertexIndex;
1440 indices[indiceIndex + 1] = vertexIndex + 2;
1441 indices[indiceIndex + 2] = vertexIndex + 1;
1444 indices[indiceIndex + 3] = vertexIndex + 3;
1445 indices[indiceIndex + 4] = vertexIndex + 4;
1446 indices[indiceIndex + 5] = vertexIndex + 5;
1447 indices[indiceIndex + 6] = vertexIndex + 4;
1448 indices[indiceIndex + 7] = vertexIndex + 6;
1449 indices[indiceIndex + 8] = vertexIndex + 5;
1453 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1455 indices[indiceIndex ] = vertexIndex;
1456 indices[indiceIndex + 1] = vertexIndex + 1;
1457 indices[indiceIndex + 2] = vertexIndex + 2;
1458 indices[indiceIndex + 3] = vertexIndex + 1;
1459 indices[indiceIndex + 4] = vertexIndex + 3;
1460 indices[indiceIndex + 5] = vertexIndex + 2;
1464 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1467 indices[indiceIndex ] = vertexIndex;
1468 indices[indiceIndex + 1] = vertexIndex + 1;
1469 indices[indiceIndex + 2] = vertexIndex + 2;
1472 indices[indiceIndex + 3] = vertexIndex + 3;
1473 indices[indiceIndex + 4] = vertexIndex + 4;
1474 indices[indiceIndex + 5] = vertexIndex + 5;
1475 indices[indiceIndex + 6] = vertexIndex + 4;
1476 indices[indiceIndex + 7] = vertexIndex + 6;
1477 indices[indiceIndex + 8] = vertexIndex + 5;
1481 indices[indiceIndex ] = vertexIndex;
1482 indices[indiceIndex + 1] = vertexIndex + 1;
1483 indices[indiceIndex + 2] = vertexIndex + 2;
1484 indices[indiceIndex + 3] = vertexIndex + 0;
1485 indices[indiceIndex + 4] = vertexIndex + 2;
1486 indices[indiceIndex + 5] = vertexIndex + 3;
1491 } // namespace Internal
1493 } // namespace Toolkit