/
PrimitiveVisual.cs
executable file
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/
PrimitiveVisual.cs
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/*
* Copyright(c) 2019 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
namespace Tizen.NUI
{
/// <summary>
/// A class encapsulating the property map of the primitive visual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public class PrimitiveVisual : VisualMap
{
private PrimitiveVisualShapeType? _shape = null;
private Color _mixColorForPrimitiveVisual = null;
private int? _slices = null;
private int? _stacks = null;
private float? _scaleTopRadius = null;
private float? _scaleBottomRadius = null;
private float? _scaleHeight = null;
private float? _scaleRadius = null;
private Vector3 _scaleDimensions = null;
private float? _bevelPercentage = null;
private float? _bevelSmoothness = null;
private Vector3 _lightPosition = null;
/// <summary>
/// Constructor.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public PrimitiveVisual() : base()
{
}
/// <summary>
/// Gets or sets the specific shape to render.<br />
/// If not specified, the default is PrimitiveVisualShapeType.Sphere.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public PrimitiveVisualShapeType Shape
{
get
{
return _shape ?? (PrimitiveVisualShapeType.Sphere);
}
set
{
_shape = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the color of the shape.<br />
/// If not specified, the default is Color (0.5, 0.5, 0.5, 1.0).<br />
/// Applies to all shapes.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public new Color MixColor
{
get
{
return _mixColorForPrimitiveVisual ?? (new Color(0.5f, 0.5f, 0.5f, 1.0f));
}
set
{
_mixColorForPrimitiveVisual = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the number of slices as you go around the shape.<br />
/// For spheres and conical frustums, this determines how many divisions there are as you go around the object.<br />
/// If not specified, the default is 128.<br />
/// The range is from 1 to 255.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public int Slices
{
get
{
return _slices ?? (128);
}
set
{
_slices = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the number of stacks as you go down the shape.<br />
/// For spheres, 'stacks' determines how many layers there are as you go down the object.<br />
/// If not specified, the default is 128.<br />
/// The range is from 1 to 255.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public int Stacks
{
get
{
return _stacks ?? (128);
}
set
{
_stacks = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the scale of the radius of the top circle of a conical frustum.<br />
/// If not specified, the default is 1.0f.<br />
/// Applies to: - PrimitiveVisualShapeType.ConicalFrustrum<br />
/// Only values greater than or equal to 0.0f are accepted.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float ScaleTopRadius
{
get
{
return _scaleTopRadius ?? (1.0f);
}
set
{
_scaleTopRadius = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the scale of the radius of the bottom circle of a conical frustum.<br />
/// If not specified, the default is 1.5f.<br />
/// Applies to: - PrimitiveVisualShapeType.ConicalFrustrum<br />
/// - PrimitiveVisualShapeType.Cone<br />
/// Only values greater than or equal to 0.0f are accepted.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float ScaleBottomRadius
{
get
{
return _scaleBottomRadius ?? (1.5f);
}
set
{
_scaleBottomRadius = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the scale of the height of a conic.<br />
/// If not specified, the default is 3.0f.<br />
/// Applies to:<br />
/// - PrimitiveVisualShapeType.ConicalFrustrum<br />
/// - PrimitiveVisualShapeType.Cone<br />
/// - PrimitiveVisualShapeType.Cylinder<br />
/// Only values greater than or equal to 0.0f are accepted.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float ScaleHeight
{
get
{
return _scaleHeight ?? (3.0f);
}
set
{
_scaleHeight = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the scale of the radius of a cylinder.<br />
/// If not specified, the default is 1.0f.<br />
/// Applies to:<br />
/// - PrimitiveVisualShapeType.Cylinder<br />
/// Only values greater than or equal to 0.0f are accepted.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float ScaleRadius
{
get
{
return _scaleRadius ?? (1.0f);
}
set
{
_scaleRadius = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the dimensions of a cuboid. Scales in the same fashion as a 9-patch image.<br />
/// If not specified, the default is Vector3.One.<br />
/// Applies to:<br />
/// - PrimitiveVisualShapeType.Cube<br />
/// - PrimitiveVisualShapeType.Octahedron<br />
/// - PrimitiveVisualShapeType.BevelledCube<br />
/// Each Vector3 parameter should be greater than or equal to 0.0f.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public Vector3 ScaleDimensions
{
get
{
return _scaleDimensions ?? (Vector3.One);
}
set
{
_scaleDimensions = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets determines how bevelled the cuboid should be, based off the smallest dimension.<br />
/// Bevel percentage ranges from 0.0 to 1.0. It affects the ratio of the outer face widths to the width of the overall cube.<br />
/// If not specified, the default is 0.0f (no bevel).<br />
/// Applies to:<br />
/// - PrimitiveVisualShapeType.BevelledCube<br />
/// The range is from 0.0f to 1.0f.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float BevelPercentage
{
get
{
return _bevelPercentage ?? (0.0f);
}
set
{
_bevelPercentage = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets descriptions of how smooth the bevelled edges should be.<br />
/// If not specified, the default is 0.0f (sharp edges).<br />
/// Applies to:<br />
/// - PrimitiveVisualShapeType.BevelledCube<br />
/// The range is from 0.0f to 1.0f.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float BevelSmoothness
{
get
{
return _bevelSmoothness ?? (0.0f);
}
set
{
_bevelSmoothness = value;
UpdateVisual();
}
}
/// <summary>
/// Gets or sets the position, in the stage space, of the point light that applies lighting to the model.<br />
/// This is based off the stage's dimensions, so using the width and the height of the stage halved will correspond to the center,
/// and using all zeroes will place the light at the top-left corner.<br />
/// If not specified, the default is an offset outwards from the center of the screen.<br />
/// Applies to all shapes.<br />
/// Optional.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public Vector3 LightPosition
{
get
{
return _lightPosition;
}
set
{
_lightPosition = value;
UpdateVisual();
}
}
/// <summary>
/// Compose the out visual map.
/// </summary>
/// <since_tizen> 3 </since_tizen>
protected override void ComposingPropertyMap()
{
_outputVisualMap = new PropertyMap();
PropertyValue temp = new PropertyValue((int)Visual.Type.Primitive);
_outputVisualMap.Add(Visual.Property.Type, temp);
temp.Dispose();
if (_shape != null)
{
temp = new PropertyValue((int)_shape);
_outputVisualMap.Add(PrimitiveVisualProperty.Shape, temp);
temp.Dispose();
}
if (_mixColorForPrimitiveVisual != null)
{
temp = new PropertyValue(_mixColorForPrimitiveVisual);
_outputVisualMap.Add(PrimitiveVisualProperty.MixColor, temp);
temp.Dispose();
}
if (_slices != null)
{
temp = new PropertyValue((int)_slices);
_outputVisualMap.Add(PrimitiveVisualProperty.Slices, temp);
temp.Dispose();
}
if (_stacks != null)
{
temp = new PropertyValue((int)_stacks);
_outputVisualMap.Add(PrimitiveVisualProperty.Stacks, temp);
temp.Dispose();
}
if (_scaleTopRadius != null)
{
temp = new PropertyValue((float)_scaleTopRadius);
_outputVisualMap.Add(PrimitiveVisualProperty.ScaleTopRadius, temp);
temp.Dispose();
}
if (_scaleBottomRadius != null)
{
temp = new PropertyValue((float)_scaleBottomRadius);
_outputVisualMap.Add(PrimitiveVisualProperty.ScaleBottomRadius, temp);
temp.Dispose();
}
if (_scaleHeight != null)
{
temp = new PropertyValue((float)_scaleHeight);
_outputVisualMap.Add(PrimitiveVisualProperty.ScaleHeight, temp);
temp.Dispose();
}
if (_scaleRadius != null)
{
temp = new PropertyValue((float)_scaleRadius);
_outputVisualMap.Add(PrimitiveVisualProperty.ScaleRadius, temp);
temp.Dispose();
}
if (_scaleDimensions != null)
{
temp = new PropertyValue(_scaleDimensions);
_outputVisualMap.Add(PrimitiveVisualProperty.ScaleDimensions, temp);
temp.Dispose();
}
if (_bevelPercentage != null)
{
temp = new PropertyValue((float)_bevelPercentage);
_outputVisualMap.Add(PrimitiveVisualProperty.BevelPercentage, temp);
temp.Dispose();
}
if (_bevelSmoothness != null)
{
temp = new PropertyValue((float)_bevelSmoothness);
_outputVisualMap.Add(PrimitiveVisualProperty.BevelSmoothness, temp);
temp.Dispose();
}
if (_lightPosition != null)
{
temp = new PropertyValue(_lightPosition);
_outputVisualMap.Add(PrimitiveVisualProperty.LightPosition, temp);
temp.Dispose();
}
base.ComposingPropertyMap();
}
}
}