2 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "primitive-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/common/constants.h>
25 #include <dali/devel-api/object/handle-devel.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
30 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
31 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
47 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE )
48 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE )
49 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM )
50 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE )
51 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER )
52 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE )
53 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON )
54 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE )
55 DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE )
58 const char * const PRIMITIVE_SHAPE( "shape" );
59 const char * const SLICES( "slices" );
60 const char * const STACKS( "stacks" );
61 const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
62 const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" );
63 const char * const SCALE_HEIGHT( "scaleHeight" );
64 const char * const SCALE_RADIUS( "scaleRadius" );
65 const char * const SCALE_DIMENSIONS( "scaleDimensions" );
66 const char * const BEVEL_PERCENTAGE( "bevelPercentage" );
67 const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" );
68 const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" );
70 //Primitive property defaults
71 const int DEFAULT_SLICES = 128; ///< For spheres and conics
72 const int DEFAULT_STACKS = 128; ///< For spheres and conics
73 const float DEFAULT_SCALE_TOP_RADIUS = 1.0; ///< For conical frustrums
74 const float DEFAULT_SCALE_BOTTOM_RADIUS = 1.5; ///< For cones and conical frustrums
75 const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics
76 const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders
77 const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes
78 const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes
79 const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all.
82 const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics
83 const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics
84 const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics
85 const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes
86 const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes
87 const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes
88 const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes
90 //Specific shape labels.
91 const char * const SPHERE_LABEL( "SPHERE" );
92 const char * const CONE_LABEL( "CONE" );
93 const char * const CONICAL_FRUSTRUM_LABEL( "CONICAL_FRUSTRUM" );
94 const char * const CYLINDER_LABEL( "CYLINDER" );
95 const char * const CUBE_LABEL( "CUBE" );
96 const char * const OCTAHEDRON_LABEL( "OCTAHEDRON" );
97 const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" );
100 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
101 const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
102 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
105 const char * const POSITION( "aPosition");
106 const char * const NORMAL( "aNormal" );
107 const char * const INDICES( "aIndices" );
109 //A simple shader that applies diffuse lighting to a mono-coloured object.
110 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
111 attribute highp vec3 aPosition;\n
112 attribute highp vec2 aTexCoord;\n
113 attribute highp vec3 aNormal;\n
114 varying mediump vec3 vIllumination;\n
115 uniform mediump vec3 uSize;\n
116 uniform mediump vec3 uObjectDimensions;\n
117 uniform mediump mat4 uMvpMatrix;\n
118 uniform mediump mat4 uModelView;\n
119 uniform mediump mat4 uViewMatrix;\n
120 uniform mediump mat3 uNormalMatrix;\n
121 uniform mediump mat4 uObjectMatrix;\n
122 uniform mediump vec3 lightPosition;\n
123 uniform mediump vec2 uStageOffset;\n
125 //Visual size and offset
126 uniform mediump vec2 offset;\n
127 uniform mediump vec2 size;\n
128 uniform mediump vec4 offsetSizeMode;\n
129 uniform mediump vec2 origin;\n
130 uniform mediump vec2 anchorPoint;\n
132 vec4 ComputeVertexPosition()\n
134 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
135 float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.y );\n
136 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
137 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
138 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
140 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
145 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
146 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
147 vertexPosition = uMvpMatrix * vertexPosition;\n
149 //Illumination in Model-View space - Transform attributes and uniforms\n
150 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
151 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
153 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
154 mvLightPosition = uViewMatrix * mvLightPosition;\n
155 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
157 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
158 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
160 gl_Position = vertexPosition;\n
164 //Very simple fragment shader that merely applies the vertex shading to the color at each fragment.
165 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
166 precision mediump float;\n
167 varying mediump vec3 vIllumination;\n
168 uniform lowp vec4 uColor;\n
169 uniform lowp 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, const Property::Map& properties )
182 PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) );
183 primitiveVisualPtr->SetProperties( properties );
184 return primitiveVisualPtr;
187 PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
188 : Visual::Base( factoryCache ),
189 mScaleDimensions( Vector3::ONE ),
190 mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ),
191 mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ),
192 mScaleHeight( DEFAULT_SCALE_HEIGHT ),
193 mScaleRadius( DEFAULT_SCALE_RADIUS ),
194 mBevelPercentage( DEFAULT_BEVEL_PERCENTAGE ),
195 mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ),
196 mSlices( DEFAULT_SLICES ),
197 mStacks( DEFAULT_STACKS ),
198 mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE )
200 mImpl->mMixColor = DEFAULT_COLOR;
203 PrimitiveVisual::~PrimitiveVisual()
207 void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
209 //Find out which shape to renderer.
210 Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
211 if( primitiveTypeValue )
213 Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType );
217 DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" );
220 // By virtue of DoSetProperties being called last, this will override
221 // anything set by DevelVisual::Property::MIX_COLOR
222 Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
226 if( colorValue->Get( color ) )
228 SetMixColor( color );
232 Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES );
235 if( slices->Get( mSlices ) )
238 if( mSlices > MAX_PARTITIONS )
240 mSlices = MAX_PARTITIONS;
241 DALI_LOG_WARNING( "Value for slices clamped.\n" );
243 else if ( mSlices < MIN_SLICES )
245 mSlices = MIN_SLICES;
246 DALI_LOG_WARNING( "Value for slices clamped.\n" );
251 DALI_LOG_ERROR( "Invalid type for slices in PrimitiveVisual.\n" );
255 Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS );
258 if( stacks->Get( mStacks ) )
261 if( mStacks > MAX_PARTITIONS )
263 mStacks = MAX_PARTITIONS;
264 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
266 else if ( mStacks < MIN_STACKS )
268 mStacks = MIN_STACKS;
269 DALI_LOG_WARNING( "Value for stacks clamped.\n" );
274 DALI_LOG_ERROR( "Invalid type for stacks in PrimitiveVisual.\n" );
278 Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS );
279 if( scaleTop && !scaleTop->Get( mScaleTopRadius ) )
281 DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" );
284 Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS );
285 if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) )
287 DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" );
290 Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT );
291 if( scaleHeight && !scaleHeight->Get( mScaleHeight ) )
293 DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" );
296 Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS );
297 if( scaleRadius && !scaleRadius->Get( mScaleRadius ) )
299 DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" );
302 Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS );
305 if( dimensions->Get( mScaleDimensions ) )
307 //If any dimension is invalid, set it to a sensible default.
308 if( mScaleDimensions.x <= 0.0 )
310 mScaleDimensions.x = 1.0;
311 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
313 if( mScaleDimensions.y <= 0.0 )
315 mScaleDimensions.y = 1.0;
316 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
318 if( mScaleDimensions.z <= 0.0 )
320 mScaleDimensions.z = 1.0;
321 DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" );
326 DALI_LOG_ERROR( "Invalid type for scale dimensions in PrimitiveVisual.\n" );
330 Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE );
333 if( bevel->Get( mBevelPercentage ) )
336 if( mBevelPercentage < MIN_BEVEL_PERCENTAGE )
338 mBevelPercentage = MIN_BEVEL_PERCENTAGE;
339 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
341 else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE )
343 mBevelPercentage = MAX_BEVEL_PERCENTAGE;
344 DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" );
349 DALI_LOG_ERROR( "Invalid type for bevel percentage in PrimitiveVisual.\n" );
353 Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS );
356 if( smoothness->Get( mBevelSmoothness ) )
359 if( mBevelSmoothness < MIN_SMOOTHNESS )
361 mBevelSmoothness = MIN_SMOOTHNESS;
362 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
364 else if( mBevelSmoothness > MAX_SMOOTHNESS )
366 mBevelSmoothness = MAX_SMOOTHNESS;
367 DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" );
372 DALI_LOG_ERROR( "Invalid type for bevel smoothness in PrimitiveVisual.\n" );
376 //Read in light position.
377 Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME );
380 if( !lightPosition->Get( mLightPosition ) )
382 DALI_LOG_ERROR( "Invalid value passed for light position in MeshVisual object.\n" );
383 mLightPosition = Vector3::ZERO;
388 //Default behaviour is to place the light directly in front of the object,
389 // at a reasonable distance to light everything on screen.
390 Stage stage = Stage::GetCurrent();
392 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
396 void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize )
403 naturalSize.x = mObjectDimensions.x;
404 naturalSize.y = mObjectDimensions.y;
407 void PrimitiveVisual::DoSetOnStage( Actor& actor )
409 InitializeRenderer();
411 actor.AddRenderer( mImpl->mRenderer );
414 void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
417 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
418 map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
419 map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
420 map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
421 map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
422 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
423 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius );
424 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight );
425 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius );
426 map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions );
427 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage );
428 map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness );
429 map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
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 );
458 mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, mImpl->mMixColor );
461 void PrimitiveVisual::UpdateShaderUniforms()
463 Stage stage = Stage::GetCurrent();
464 float width = stage.GetSize().width;
465 float height = stage.GetSize().height;
467 //Flip model to account for DALi starting with (0, 0) at the top left.
469 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
471 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
472 mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
473 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
474 mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
477 void PrimitiveVisual::CreateShader()
479 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
480 UpdateShaderUniforms();
483 void PrimitiveVisual::CreateGeometry()
485 Dali::Vector<Vertex> vertices;
486 Dali::Vector<unsigned short> indices;
488 switch( mPrimitiveType )
490 case Toolkit::PrimitiveVisual::Shape::SPHERE:
492 CreateSphere( vertices, indices, mSlices, mStacks );
495 case Toolkit::PrimitiveVisual::Shape::CONE:
497 //Create a conic with zero top radius.
498 CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices );
501 case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM:
503 CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices );
506 case Toolkit::PrimitiveVisual::Shape::CYLINDER:
508 //Create a conic with equal radii on the top and bottom.
509 CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices );
512 case Toolkit::PrimitiveVisual::Shape::CUBE:
514 //Create a cube by creating a bevelled cube with minimum bevel.
515 CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 );
518 case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON:
520 //Create an octahedron by creating a bevelled cube with maximum bevel.
521 CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness );
524 case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE:
526 CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness );
531 mGeometry = Geometry::New();
534 Property::Map vertexFormat;
535 vertexFormat[POSITION] = Property::VECTOR3;
536 vertexFormat[NORMAL] = Property::VECTOR3;
537 PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
538 surfaceVertices.SetData( &vertices[0], vertices.Size() );
540 mGeometry.AddVertexBuffer( surfaceVertices );
542 //Indices for triangle formulation
543 mGeometry.SetIndexBuffer( &indices[0], indices.Size() );
546 void PrimitiveVisual::CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks )
548 ComputeSphereVertices( vertices, slices, stacks );
549 FormSphereTriangles( indices, slices, stacks );
551 mObjectDimensions = Vector3::ONE;
554 void PrimitiveVisual::CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
555 float scaleBottomRadius, float scaleHeight, int slices )
557 ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices );
558 FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices );
560 //Determine object dimensions, and scale them to be between 0.0 and 1.0.
561 float xDimension = std::max( scaleTopRadius, scaleBottomRadius ) * 2.0f;
562 float yDimension = scaleHeight;
563 float largestDimension = std::max( xDimension, yDimension );
565 mObjectDimensions = Vector3( xDimension / largestDimension, yDimension / largestDimension,
566 xDimension / largestDimension );
569 void PrimitiveVisual::CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices,
570 Vector3 dimensions, float bevelPercentage, float bevelSmoothness )
572 float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z );
573 dimensions = dimensions / maxDimension;
575 if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube.
577 ComputeCubeVertices( vertices, dimensions );
578 FormCubeTriangles( indices );
580 else if( bevelPercentage >= MAX_BEVEL_PERCENTAGE ) //Max bevel, form an octahedron.
582 ComputeOctahedronVertices( vertices, dimensions, bevelSmoothness );
583 FormOctahedronTriangles( indices );
585 else //In between, form a bevelled cube.
587 ComputeBevelledCubeVertices( vertices, dimensions, bevelPercentage, bevelSmoothness );
588 FormBevelledCubeTriangles( indices );
591 mObjectDimensions = dimensions;
594 void PrimitiveVisual::ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions,
602 const float angleDivision = ( halfCircle ? 1.0f : 2.0f ) * Dali::Math::PI / ( float ) divisions;
604 sinTable.Resize( divisions );
605 cosTable.Resize( divisions );
607 for( int i = 0; i < divisions; i++ )
609 sinTable[i] = sin( angleDivision * i );
610 cosTable[i] = cos( angleDivision * i );
614 void PrimitiveVisual::ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks )
616 //Tables for calculating slices angles and stacks angles, respectively.
617 Vector<float> sinTable1;
618 Vector<float> cosTable1;
619 Vector<float> sinTable2;
620 Vector<float> cosTable2;
622 ComputeCircleTables( sinTable1, cosTable1, slices, false );
623 ComputeCircleTables( sinTable2, cosTable2, stacks, true );
625 int numVertices = slices * ( stacks - 1 ) + 2;
626 vertices.Resize( numVertices );
628 int vertexIndex = 0; //Track progress through vertices.
634 vertices[vertexIndex].position = Vector3( 0.0, 0.5, 0.0 );
635 vertices[vertexIndex].normal = Vector3( 0.0, 1.0, 0.0 );
639 for( int i = 1; i < stacks; i++ )
641 for( int j = 0; j < slices; j++, vertexIndex++ )
643 x = cosTable1[j] * sinTable2[i];
645 z = sinTable1[j] * sinTable2[i];
647 vertices[vertexIndex].position = Vector3( x / 2.0f, y / 2.0f, z / 2.0f );
648 vertices[vertexIndex].normal = Vector3( x, y, z );
653 vertices[vertexIndex].position = Vector3( 0.0, -0.5, 0.0 );
654 vertices[vertexIndex].normal = Vector3( 0.0, -1.0, 0.0 );
657 void PrimitiveVisual::FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks )
661 //Set indices to placeholder "error" values.
662 //This will display nothing, which is the expected behaviour for this edge case.
667 int numTriangles = 2 * slices * ( stacks - 1 );
669 indices.Resize( 3 * numTriangles );
671 int indiceIndex = 0; //Used to keep track of progress through indices.
672 int previousCycleBeginning = 1; //Stores the index of the vertex that started the cycle of the previous stack.
673 int currentCycleBeginning = 1 + slices;
675 //Top stack. Loop from index 1 to index slices, as not counting the very first vertex.
676 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
678 indices[indiceIndex] = 0;
681 //End, so loop around.
682 indices[indiceIndex + 1] = 1;
686 indices[indiceIndex + 1] = i + 1;
688 indices[indiceIndex + 2] = i;
691 //Middle Stacks. Want to form triangles between the top and bottom stacks, so loop up to the number of stacks - 2.
692 for( int i = 0; i < stacks - 2; i++, previousCycleBeginning += slices, currentCycleBeginning += slices )
694 for( int j = 0; j < slices; j++, indiceIndex += 6 )
696 if( j == slices - 1 )
698 //End, so loop around.
699 indices[indiceIndex] = previousCycleBeginning + j;
700 indices[indiceIndex + 1] = previousCycleBeginning;
701 indices[indiceIndex + 2] = currentCycleBeginning + j;
702 indices[indiceIndex + 3] = currentCycleBeginning + j;
703 indices[indiceIndex + 4] = previousCycleBeginning;
704 indices[indiceIndex + 5] = currentCycleBeginning;
708 indices[indiceIndex] = previousCycleBeginning + j;
709 indices[indiceIndex + 1] = previousCycleBeginning + 1 + j;
710 indices[indiceIndex + 2] = currentCycleBeginning + j;
711 indices[indiceIndex + 3] = currentCycleBeginning + j;
712 indices[indiceIndex + 4] = previousCycleBeginning + 1 + j;
713 indices[indiceIndex + 5] = currentCycleBeginning + 1 + j;
718 //Bottom stack. Loop around the last stack from the previous loop, and go up to the penultimate vertex.
719 for( int i = 0; i < slices; i++, indiceIndex += 3 )
721 indices[indiceIndex] = previousCycleBeginning + slices;
722 indices[indiceIndex + 1] = previousCycleBeginning + i;
723 if( i == slices - 1 )
725 //End, so loop around.
726 indices[indiceIndex + 2] = previousCycleBeginning;
730 indices[indiceIndex + 2] = previousCycleBeginning + i + 1;
735 void PrimitiveVisual::ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius,
736 float scaleBottomRadius, float scaleHeight, int slices )
738 int vertexIndex = 0; //Track progress through vertices.
739 Vector<float> sinTable;
740 Vector<float> cosTable;
742 ComputeCircleTables( sinTable, cosTable, slices, false );
744 int numVertices = 2; //Always will have one at the top and one at the bottom.
746 //Add vertices for each circle. Need two per point for different face normals.
747 if( scaleTopRadius > 0.0 )
749 numVertices += 2 * slices;
751 if( scaleBottomRadius > 0.0 )
753 numVertices += 2 * slices;
756 vertices.Resize( numVertices );
759 //Scale to bounding region of -0.5 to 0.5 (i.e range of 1).
760 float biggestObjectDimension = std::max( std::max( scaleTopRadius * 2.0f, scaleBottomRadius * 2.0f ), scaleHeight );
761 scaleTopRadius = scaleTopRadius / biggestObjectDimension;
762 scaleBottomRadius = scaleBottomRadius / biggestObjectDimension;
764 //Dimensions for vertex coordinates. Y is constant, and so can be initialised now.
766 float y = scaleHeight / biggestObjectDimension / 2.0f;
770 vertices[0].position = Vector3( 0, y, 0 );
771 vertices[0].normal = Vector3( 0, 1, 0 );
775 if( scaleTopRadius > 0.0 )
777 //Loop around the circle.
778 for( int i = 0; i < slices; i++, vertexIndex++ )
780 x = sinTable[i] * scaleTopRadius;
781 z = cosTable[i] * scaleTopRadius;
783 //Upward-facing normal.
784 vertices[vertexIndex].position = Vector3( x, y, z );
785 vertices[vertexIndex].normal = Vector3( 0, 1, 0 );
787 //Outward-facing normal.
788 vertices[vertexIndex + slices].position = Vector3( x, y, z );
789 vertices[vertexIndex + slices].normal = Vector3( x, 0, z );
792 vertexIndex += slices;
796 if( scaleBottomRadius > 0.0 )
798 //Loop around the circle.
799 for( int i = 0; i < slices; i++, vertexIndex++ )
801 x = sinTable[i] * scaleBottomRadius;
802 z = cosTable[i] * scaleBottomRadius;
804 //Outward-facing normal.
805 vertices[vertexIndex].position = Vector3( x, -y, z );
806 vertices[vertexIndex].normal = Vector3( x, 0, z );
808 //Downward-facing normal.
809 vertices[vertexIndex + slices].position = Vector3( x, -y, z );
810 vertices[vertexIndex + slices].normal = Vector3( 0, -1, 0 );
813 vertexIndex += slices;
817 vertices[vertexIndex].position = Vector3( 0, -y, 0 );
818 vertices[vertexIndex].normal = Vector3( 0, -1, 0 );
822 void PrimitiveVisual::FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius,
823 float scaleBottomRadius, int slices )
825 int indiceIndex = 0; //Track progress through indices.
826 int numTriangles = 0;
827 bool coneTop = scaleTopRadius <= 0.0;
828 bool coneBottom = scaleBottomRadius <= 0.0;
830 if( coneTop && coneBottom )
832 //Set indices to placeholder "error" values.
833 //This will display nothing, which is the expected behaviour for this edge case.
840 numTriangles += 2 * slices;
844 numTriangles += 2 * slices;
847 indices.Resize( 3 * numTriangles );
849 //Switch on the type of conic we have.
850 if( !coneTop && !coneBottom )
852 //Top circle. Start at index of first outer point and go around.
853 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
855 indices[indiceIndex] = 0;
856 indices[indiceIndex + 1] = i;
859 //End, so loop around.
860 indices[indiceIndex + 2] = 1;
864 indices[indiceIndex + 2] = i + 1;
868 int topCycleBeginning = slices + 1;
869 int bottomCycleBeginning = topCycleBeginning + slices;
872 for( int i = 0; i < slices; i++, indiceIndex += 6 )
874 if( i == slices - 1 )
876 //End, so loop around.
877 indices[indiceIndex] = topCycleBeginning + i;
878 indices[indiceIndex + 1] = bottomCycleBeginning + i;
879 indices[indiceIndex + 2] = topCycleBeginning;
880 indices[indiceIndex + 3] = bottomCycleBeginning + i;
881 indices[indiceIndex + 4] = bottomCycleBeginning;
882 indices[indiceIndex + 5] = topCycleBeginning;
886 indices[indiceIndex] = topCycleBeginning + i;
887 indices[indiceIndex + 1] = bottomCycleBeginning + i;
888 indices[indiceIndex + 2] = topCycleBeginning + 1 + i;
889 indices[indiceIndex + 3] = bottomCycleBeginning + i;
890 indices[indiceIndex + 4] = bottomCycleBeginning + 1 + i;
891 indices[indiceIndex + 5] = topCycleBeginning + 1 + i;
895 int bottomFaceCycleBeginning = bottomCycleBeginning + slices;
898 for( int i = 0; i < slices; i++, indiceIndex += 3 )
900 indices[indiceIndex] = bottomFaceCycleBeginning;
901 if( i == slices - 1 )
903 //End, so loop around.
904 indices[indiceIndex + 1] = bottomFaceCycleBeginning;
908 indices[indiceIndex + 1] = bottomFaceCycleBeginning + i + 1;
910 indices[indiceIndex + 2] = bottomFaceCycleBeginning + i;
913 else if( !coneTop || !coneBottom )
915 //Top circle/edges. Start at index of first outer point and go around.
916 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
918 indices[indiceIndex] = 0;
919 indices[indiceIndex + 1] = i;
922 //End, so loop around.
923 indices[indiceIndex + 2] = 1;
927 indices[indiceIndex + 2] = i + 1;
931 //Bottom circle/edges. Start at index of first outer point and go around.
932 for( int i = 1; i <= slices; i++, indiceIndex += 3 )
934 indices[indiceIndex] = 2 * slices + 1;
937 //End, so loop around.
938 indices[indiceIndex + 1] = slices + 1;
942 indices[indiceIndex + 1] = slices + i + 1;
944 indices[indiceIndex + 2] = slices + i;
949 void PrimitiveVisual::ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions )
951 int numVertices = 4 * 6; //Four per face.
952 int vertexIndex = 0; //Tracks progress through vertices.
953 float scaledX = 0.5 * dimensions.x;
954 float scaledY = 0.5 * dimensions.y;
955 float scaledZ = 0.5 * dimensions.z;
957 vertices.Resize( numVertices );
959 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
961 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
964 positions[0] = Vector3( -scaledX, scaledY, -scaledZ );
965 positions[1] = Vector3( scaledX, scaledY, -scaledZ );
966 positions[2] = Vector3( scaledX, scaledY, scaledZ );
967 positions[3] = Vector3( -scaledX, scaledY, scaledZ );
968 positions[4] = Vector3( -scaledX, -scaledY, -scaledZ );
969 positions[5] = Vector3( scaledX, -scaledY, -scaledZ );
970 positions[6] = Vector3( scaledX, -scaledY, scaledZ );
971 positions[7] = Vector3( -scaledX, -scaledY, scaledZ );
973 normals[0] = Vector3( 0, 1, 0 );
974 normals[1] = Vector3( 0, 0, -1 );
975 normals[2] = Vector3( 1, 0, 0 );
976 normals[3] = Vector3( 0, 0, 1 );
977 normals[4] = Vector3( -1, 0, 0 );
978 normals[5] = Vector3( 0, -1, 0 );
980 //Top face, upward normals.
981 for( int i = 0; i < 4; i++, vertexIndex++ )
983 vertices[vertexIndex].position = positions[i];
984 vertices[vertexIndex].normal = normals[0];
987 //Top face, outward normals.
988 for( int i = 0; i < 4; i++, vertexIndex += 2 )
990 vertices[vertexIndex].position = positions[i];
991 vertices[vertexIndex].normal = normals[i + 1];
995 //End, so loop around.
996 vertices[vertexIndex + 1].position = positions[0];
1000 vertices[vertexIndex + 1].position = positions[i + 1];
1002 vertices[vertexIndex + 1].normal = normals[i + 1];
1005 //Bottom face, outward normals.
1006 for( int i = 0; i < 4; i++, vertexIndex += 2 )
1008 vertices[vertexIndex].position = positions[i + 4];
1009 vertices[vertexIndex].normal = normals[i + 1];
1013 //End, so loop around.
1014 vertices[vertexIndex + 1].position = positions[4];
1018 vertices[vertexIndex + 1].position = positions[i + 5];
1020 vertices[vertexIndex + 1].normal = normals[i + 1];
1023 //Bottom face, downward normals.
1024 for( int i = 0; i < 4; i++, vertexIndex++ )
1026 vertices[vertexIndex].position = positions[i + 4];
1027 vertices[vertexIndex].normal = normals[5];
1032 void PrimitiveVisual::FormCubeTriangles( Vector<unsigned short>& indices )
1034 int numTriangles = 12;
1035 int triangleIndex = 0; //Track progress through indices.
1037 indices.Resize( 3 * numTriangles );
1040 indices[triangleIndex] = 0;
1041 indices[triangleIndex + 1] = 2;
1042 indices[triangleIndex + 2] = 1;
1043 indices[triangleIndex + 3] = 2;
1044 indices[triangleIndex + 4] = 0;
1045 indices[triangleIndex + 5] = 3;
1048 int topFaceStart = 4;
1049 int bottomFaceStart = 12;
1052 for( int i = 0; i < 8; i += 2, triangleIndex += 6 )
1054 indices[triangleIndex ] = i + topFaceStart;
1055 indices[triangleIndex + 1] = i + topFaceStart + 1;
1056 indices[triangleIndex + 2] = i + bottomFaceStart + 1;
1057 indices[triangleIndex + 3] = i + topFaceStart;
1058 indices[triangleIndex + 4] = i + bottomFaceStart + 1;
1059 indices[triangleIndex + 5] = i + bottomFaceStart;
1063 indices[triangleIndex] = 20;
1064 indices[triangleIndex + 1] = 21;
1065 indices[triangleIndex + 2] = 22;
1066 indices[triangleIndex + 3] = 22;
1067 indices[triangleIndex + 4] = 23;
1068 indices[triangleIndex + 5] = 20;
1071 void PrimitiveVisual::ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness )
1073 int numVertices = 3 * 8; //Three per face
1074 int vertexIndex = 0; //Tracks progress through vertices.
1075 float scaledX = 0.5 * dimensions.x;
1076 float scaledY = 0.5 * dimensions.y;
1077 float scaledZ = 0.5 * dimensions.z;
1079 vertices.Resize( numVertices );
1081 Vector<Vector3> positions; //Stores vertex positions, which are shared between vertexes at the same position but with a different normal.
1082 positions.Resize(6);
1083 Vector<Vector3> normals; //Stores normals, which are shared between vertexes of the same face.
1085 Vector<Vector3> outerNormals; //Holds normals that point outwards at each vertex.
1086 outerNormals.Resize( 6 );
1088 positions[0] = Vector3( 0.0, scaledY, 0.0 );
1089 positions[1] = Vector3( -scaledX, 0.0, 0.0 );
1090 positions[2] = Vector3( 0.0, 0.0, -scaledZ );
1091 positions[3] = Vector3( scaledX, 0.0, 0.0 );
1092 positions[4] = Vector3( 0.0, 0.0, scaledZ );
1093 positions[5] = Vector3( 0.0, -scaledY, 0.0 );
1095 normals[0] = Vector3( -1, 1, -1 );
1096 normals[1] = Vector3( 1, 1, -1 );
1097 normals[2] = Vector3( 1, 1, 1 );
1098 normals[3] = Vector3( -1, 1, 1 );
1099 normals[4] = Vector3( -1, -1, -1 );
1100 normals[5] = Vector3( 1, -1, -1 );
1101 normals[6] = Vector3( 1, -1, 1 );
1102 normals[7] = Vector3( -1, -1, 1 );
1104 outerNormals[0] = Vector3( 0, 1, 0 );
1105 outerNormals[1] = Vector3( -1, 0, 0 );
1106 outerNormals[2] = Vector3( 0, 0, -1 );
1107 outerNormals[3] = Vector3( 1, 0, 0 );
1108 outerNormals[4] = Vector3( 0, 0, 1 );
1109 outerNormals[5] = Vector3( 0, -1, 0 );
1111 //Loop through top faces.
1112 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1116 //End, so loop around.
1117 vertices[vertexIndex ].position = positions[0];
1118 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1119 vertices[vertexIndex + 1].position = positions[1];
1120 vertices[vertexIndex + 1].normal = outerNormals[1] * smoothness + normals[i] * (1 - smoothness);
1121 vertices[vertexIndex + 2].position = positions[i + 1];
1122 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1126 vertices[vertexIndex ].position = positions[0];
1127 vertices[vertexIndex ].normal = outerNormals[0] * smoothness + normals[i] * (1 - smoothness);
1128 vertices[vertexIndex + 1].position = positions[i + 2];
1129 vertices[vertexIndex + 1].normal = outerNormals[i + 2] * smoothness + normals[i] * (1 - smoothness);
1130 vertices[vertexIndex + 2].position = positions[i + 1];
1131 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * smoothness + normals[i] * (1 - smoothness);
1135 //Loop through bottom faces.
1136 for( int i = 0; i < 4; i++, vertexIndex += 3 )
1140 //End, so loop around.
1141 vertices[vertexIndex ].position = positions[5];
1142 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1143 vertices[vertexIndex + 1].position = positions[i + 1];
1144 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1145 vertices[vertexIndex + 2].position = positions[1];
1146 vertices[vertexIndex + 2].normal = outerNormals[1] * smoothness + normals[i + 4] * (1 - smoothness);
1150 vertices[vertexIndex ].position = positions[5];
1151 vertices[vertexIndex ].normal = outerNormals[5] * smoothness + normals[i + 4] * (1 - smoothness);
1152 vertices[vertexIndex + 1].position = positions[i + 1];
1153 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * smoothness + normals[i + 4] * (1 - smoothness);
1154 vertices[vertexIndex + 2].position = positions[i + 2];
1155 vertices[vertexIndex + 2].normal = outerNormals[i + 2] * smoothness + normals[i + 4] * (1 - smoothness);
1160 void PrimitiveVisual::FormOctahedronTriangles( Vector<unsigned short>& indices )
1162 int numTriangles = 8;
1163 int numIndices = numTriangles * 3;
1165 indices.Resize( numIndices );
1167 for( unsigned short i = 0; i < numIndices; i++ )
1173 void PrimitiveVisual::ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions,
1174 float bevelPercentage, float bevelSmoothness )
1176 int numPositions = 24;
1178 int numOuterFaces = 6;
1179 int numVertices = 6 * 4 + 12 * 4 + 8 * 3; //Six outer faces, 12 slanting rectangles, 8 slanting triangles.
1180 int vertexIndex = 0; //Track progress through vertices.
1181 int normalIndex = 0; //Track progress through normals, as vertices are calculated per face.
1183 float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z );
1184 float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary.
1186 //Distances from centre to outer edge points.
1187 float outerX = 0.5 * dimensions.x;
1188 float outerY = 0.5 * dimensions.y;
1189 float outerZ = 0.5 * dimensions.z;
1191 //Distances from centre to bevelled points.
1192 float bevelX = outerX - bevelAmount;
1193 float bevelY = outerY - bevelAmount;
1194 float bevelZ = outerZ - bevelAmount;
1196 Vector<Vector3> positions; //Holds object points, to be shared between vertexes.
1197 positions.Resize( numPositions );
1198 Vector<Vector3> normals; //Holds face normals, to be shared between vertexes.
1199 normals.Resize( numFaces );
1200 Vector<Vector3> outerNormals; //Holds normals of the outermost faces specifically.
1201 outerNormals.Resize( numOuterFaces );
1202 vertices.Resize( numVertices );
1204 //Topmost face positions.
1205 positions[0 ] = Vector3( -bevelX, outerY, -bevelZ );
1206 positions[1 ] = Vector3( bevelX, outerY, -bevelZ );
1207 positions[2 ] = Vector3( bevelX, outerY, bevelZ );
1208 positions[3 ] = Vector3( -bevelX, outerY, bevelZ );
1210 //Second layer positions.
1211 positions[4 ] = Vector3( -outerX, bevelY, -bevelZ );
1212 positions[5 ] = Vector3( -bevelX, bevelY, -outerZ );
1213 positions[6 ] = Vector3( bevelX, bevelY, -outerZ );
1214 positions[7 ] = Vector3( outerX, bevelY, -bevelZ );
1215 positions[8 ] = Vector3( outerX, bevelY, bevelZ );
1216 positions[9 ] = Vector3( bevelX, bevelY, outerZ );
1217 positions[10] = Vector3( -bevelX, bevelY, outerZ );
1218 positions[11] = Vector3( -outerX, bevelY, bevelZ );
1220 //Third layer positions.
1221 positions[12] = Vector3( -outerX, -bevelY, -bevelZ );
1222 positions[13] = Vector3( -bevelX, -bevelY, -outerZ );
1223 positions[14] = Vector3( bevelX, -bevelY, -outerZ );
1224 positions[15] = Vector3( outerX, -bevelY, -bevelZ );
1225 positions[16] = Vector3( outerX, -bevelY, bevelZ );
1226 positions[17] = Vector3( bevelX, -bevelY, outerZ );
1227 positions[18] = Vector3( -bevelX, -bevelY, outerZ );
1228 positions[19] = Vector3( -outerX, -bevelY, bevelZ );
1230 //Bottom-most face positions.
1231 positions[20] = Vector3( -bevelX, -outerY, -bevelZ );
1232 positions[21] = Vector3( bevelX, -outerY, -bevelZ );
1233 positions[22] = Vector3( bevelX, -outerY, bevelZ );
1234 positions[23] = Vector3( -bevelX, -outerY, bevelZ );
1237 normals[0 ] = Vector3( 0, 1, 0 );
1239 //Top slope normals.
1240 normals[1 ] = Vector3( -1, 1, -1 );
1241 normals[2 ] = Vector3( 0, 1, -1 );
1242 normals[3 ] = Vector3( 1, 1, -1 );
1243 normals[4 ] = Vector3( 1, 1, 0 );
1244 normals[5 ] = Vector3( 1, 1, 1 );
1245 normals[6 ] = Vector3( 0, 1, 1 );
1246 normals[7 ] = Vector3( -1, 1, 1 );
1247 normals[8 ] = Vector3( -1, 1, 0 );
1250 normals[9 ] = Vector3( -1, 0, -1 );
1251 normals[10] = Vector3( 0, 0, -1 );
1252 normals[11] = Vector3( 1, 0, -1 );
1253 normals[12] = Vector3( 1, 0, 0 );
1254 normals[13] = Vector3( 1, 0, 1 );
1255 normals[14] = Vector3( 0, 0, 1 );
1256 normals[15] = Vector3( -1, 0, 1 );
1257 normals[16] = Vector3( -1, 0, 0 );
1259 //Bottom slope normals.
1260 normals[17] = Vector3( -1, -1, -1 );
1261 normals[18] = Vector3( 0, -1, -1 );
1262 normals[19] = Vector3( 1, -1, -1 );
1263 normals[20] = Vector3( 1, -1, 0 );
1264 normals[21] = Vector3( 1, -1, 1 );
1265 normals[22] = Vector3( 0, -1, 1 );
1266 normals[23] = Vector3( -1, -1, 1 );
1267 normals[24] = Vector3( -1, -1, 0 );
1269 //Bottom face normal.
1270 normals[25] = Vector3( 0, -1, 0 );
1272 //Top, back, right, front, left and bottom faces, respectively.
1273 outerNormals[0] = Vector3( 0, 1, 0 );
1274 outerNormals[1] = Vector3( 0, 0, -1 );
1275 outerNormals[2] = Vector3( 1, 0, 0 );
1276 outerNormals[3] = Vector3( 0, 0, 1 );
1277 outerNormals[4] = Vector3( -1, 0, 0 );
1278 outerNormals[5] = Vector3( 0, -1, 0 );
1280 //Topmost face vertices.
1281 for( int i = 0; i < 4; i++, vertexIndex++ )
1283 vertices[vertexIndex].position = positions[i];
1284 vertices[vertexIndex].normal = normals[normalIndex];
1289 //Top slope vertices.
1290 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1293 vertices[vertexIndex ].position = positions[i];
1294 vertices[vertexIndex ].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1295 vertices[vertexIndex + 1].position = positions[2 * i + 4];
1296 vertices[vertexIndex + 1].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1297 vertices[vertexIndex + 2].position = positions[2 * i + 5];
1298 vertices[vertexIndex + 2].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1303 //End, so loop around.
1304 vertices[vertexIndex + 3].position = positions[i];
1305 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1306 vertices[vertexIndex + 4].position = positions[0];
1307 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1308 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1309 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1310 vertices[vertexIndex + 6].position = positions[4];
1311 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1315 vertices[vertexIndex + 3].position = positions[i];
1316 vertices[vertexIndex + 3].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1317 vertices[vertexIndex + 4].position = positions[i + 1];
1318 vertices[vertexIndex + 4].normal = outerNormals[0] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1319 vertices[vertexIndex + 5].position = positions[2 * i + 5];
1320 vertices[vertexIndex + 5].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1321 vertices[vertexIndex + 6].position = positions[2 * i + 6];
1322 vertices[vertexIndex + 6].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1326 int secondCycleBeginning = 4;
1327 int thirdCycleBeginning = secondCycleBeginning + 8;
1328 int bottomCycleBeginning = thirdCycleBeginning + 8;
1331 for( int i = 0; i < 8; i++, vertexIndex += 4, normalIndex++ )
1335 //End, so loop around.
1336 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1337 vertices[vertexIndex ].normal = normals[normalIndex];
1338 vertices[vertexIndex + 1].position = positions[secondCycleBeginning];
1339 vertices[vertexIndex + 1].normal = normals[normalIndex];
1340 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1341 vertices[vertexIndex + 2].normal = normals[normalIndex];
1342 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning];
1343 vertices[vertexIndex + 3].normal = normals[normalIndex];
1345 else if( (i % 2) == 0 )
1347 //'even' faces are corner ones, and need smoothing.
1348 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1349 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1350 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1351 vertices[vertexIndex + 1].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1352 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1353 vertices[vertexIndex + 2].normal = outerNormals[( i == 0 ) ? 4 : i / 2] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1354 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1355 vertices[vertexIndex + 3].normal = outerNormals[i / 2 + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1359 //'odd' faces are outer ones, and so don't need smoothing.
1360 vertices[vertexIndex ].position = positions[secondCycleBeginning + i];
1361 vertices[vertexIndex ].normal = normals[normalIndex];
1362 vertices[vertexIndex + 1].position = positions[secondCycleBeginning + i + 1];
1363 vertices[vertexIndex + 1].normal = normals[normalIndex];
1364 vertices[vertexIndex + 2].position = positions[thirdCycleBeginning + i];
1365 vertices[vertexIndex + 2].normal = normals[normalIndex];
1366 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + i + 1];
1367 vertices[vertexIndex + 3].normal = normals[normalIndex];
1371 //Bottom slope vertices.
1372 for( int i = 0; i < 4; i++, vertexIndex += 7, normalIndex += 2 )
1375 vertices[vertexIndex ].position = positions[thirdCycleBeginning + 2 * i];
1376 vertices[vertexIndex ].normal = outerNormals[( i == 0 ) ? 4 : i] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1377 vertices[vertexIndex + 1].position = positions[thirdCycleBeginning + 2 * i + 1];
1378 vertices[vertexIndex + 1].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1379 vertices[vertexIndex + 2].position = positions[bottomCycleBeginning + i];
1380 vertices[vertexIndex + 2].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex] * (1 - bevelSmoothness);
1385 //End, so loop around.
1386 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1387 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1388 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning];
1389 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1390 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1391 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1392 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning];
1393 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1397 vertices[vertexIndex + 3].position = positions[thirdCycleBeginning + 2 * i + 1];
1398 vertices[vertexIndex + 3].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1399 vertices[vertexIndex + 4].position = positions[thirdCycleBeginning + 2 * i + 2];
1400 vertices[vertexIndex + 4].normal = outerNormals[i + 1] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1401 vertices[vertexIndex + 5].position = positions[bottomCycleBeginning + i];
1402 vertices[vertexIndex + 5].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1403 vertices[vertexIndex + 6].position = positions[bottomCycleBeginning + i + 1];
1404 vertices[vertexIndex + 6].normal = outerNormals[5] * bevelSmoothness + normals[normalIndex + 1] * (1 - bevelSmoothness);
1408 //Bottom-most face vertices.
1409 for( int i = 0; i < 4; i++, vertexIndex++ )
1411 vertices[vertexIndex].position = positions[ bottomCycleBeginning + i];
1412 vertices[vertexIndex].normal = normals[normalIndex];
1418 void PrimitiveVisual::FormBevelledCubeTriangles( Vector<unsigned short>& indices )
1420 int numTriangles = 44; //(Going from top to bottom, that's 2 + 12 + 16 + 12 + 2)
1421 int indiceIndex = 0; //Track progress through indices.
1422 int vertexIndex = 0; //Track progress through vertices as they're processed.
1424 indices.Resize( 3 * numTriangles );
1427 indices[indiceIndex ] = vertexIndex;
1428 indices[indiceIndex + 1] = vertexIndex + 2;
1429 indices[indiceIndex + 2] = vertexIndex + 1;
1430 indices[indiceIndex + 3] = vertexIndex + 0;
1431 indices[indiceIndex + 4] = vertexIndex + 3;
1432 indices[indiceIndex + 5] = vertexIndex + 2;
1437 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1440 indices[indiceIndex ] = vertexIndex;
1441 indices[indiceIndex + 1] = vertexIndex + 2;
1442 indices[indiceIndex + 2] = vertexIndex + 1;
1445 indices[indiceIndex + 3] = vertexIndex + 3;
1446 indices[indiceIndex + 4] = vertexIndex + 4;
1447 indices[indiceIndex + 5] = vertexIndex + 5;
1448 indices[indiceIndex + 6] = vertexIndex + 4;
1449 indices[indiceIndex + 7] = vertexIndex + 6;
1450 indices[indiceIndex + 8] = vertexIndex + 5;
1454 for( int i = 0; i < 8; i++, indiceIndex += 6, vertexIndex += 4 )
1456 indices[indiceIndex ] = vertexIndex;
1457 indices[indiceIndex + 1] = vertexIndex + 1;
1458 indices[indiceIndex + 2] = vertexIndex + 2;
1459 indices[indiceIndex + 3] = vertexIndex + 1;
1460 indices[indiceIndex + 4] = vertexIndex + 3;
1461 indices[indiceIndex + 5] = vertexIndex + 2;
1465 for( int i = 0; i < 4; i++, indiceIndex += 9, vertexIndex += 7 )
1468 indices[indiceIndex ] = vertexIndex;
1469 indices[indiceIndex + 1] = vertexIndex + 1;
1470 indices[indiceIndex + 2] = vertexIndex + 2;
1473 indices[indiceIndex + 3] = vertexIndex + 3;
1474 indices[indiceIndex + 4] = vertexIndex + 4;
1475 indices[indiceIndex + 5] = vertexIndex + 5;
1476 indices[indiceIndex + 6] = vertexIndex + 4;
1477 indices[indiceIndex + 7] = vertexIndex + 6;
1478 indices[indiceIndex + 8] = vertexIndex + 5;
1482 indices[indiceIndex ] = vertexIndex;
1483 indices[indiceIndex + 1] = vertexIndex + 1;
1484 indices[indiceIndex + 2] = vertexIndex + 2;
1485 indices[indiceIndex + 3] = vertexIndex + 0;
1486 indices[indiceIndex + 4] = vertexIndex + 2;
1487 indices[indiceIndex + 5] = vertexIndex + 3;
1492 } // namespace Internal
1494 } // namespace Toolkit