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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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2010-02-12 08:01:35 -06:00
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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#include <drawinglayer/primitive3d/sdrcubeprimitive3d.hxx>
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#include <basegfx/polygon/b3dpolypolygontools.hxx>
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#include <basegfx/polygon/b3dpolygon.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
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#include <basegfx/tools/canvastools.hxx>
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#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
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#include <drawinglayer/attribute/sdrfillattribute.hxx>
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#include <drawinglayer/attribute/sdrlineattribute.hxx>
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#include <drawinglayer/attribute/sdrshadowattribute.hxx>
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//////////////////////////////////////////////////////////////////////////////
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using namespace com::sun::star;
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace primitive3d
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{
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Primitive3DSequence SdrCubePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& /*rViewInformation*/) const
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{
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const basegfx::B3DRange aUnitRange(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
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Primitive3DSequence aRetval;
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basegfx::B3DPolyPolygon aFill(basegfx::tools::createCubeFillPolyPolygonFromB3DRange(aUnitRange));
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// normal creation
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if(!getSdrLFSAttribute().getFill().isDefault())
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{
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if(::com::sun::star::drawing::NormalsKind_SPECIFIC == getSdr3DObjectAttribute().getNormalsKind()
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|| ::com::sun::star::drawing::NormalsKind_SPHERE == getSdr3DObjectAttribute().getNormalsKind())
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{
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// create sphere normals
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const basegfx::B3DPoint aCenter(basegfx::tools::getRange(aFill).getCenter());
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aFill = basegfx::tools::applyDefaultNormalsSphere(aFill, aCenter);
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}
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if(getSdr3DObjectAttribute().getNormalsInvert())
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{
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// invert normals
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aFill = basegfx::tools::invertNormals(aFill);
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}
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}
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// texture coordinates
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if(!getSdrLFSAttribute().getFill().isDefault())
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{
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// handle texture coordinates X
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const bool bParallelX(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionX());
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const bool bObjectSpecificX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
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const bool bSphereX(!bParallelX && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionX()));
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// handle texture coordinates Y
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const bool bParallelY(::com::sun::star::drawing::TextureProjectionMode_PARALLEL == getSdr3DObjectAttribute().getTextureProjectionY());
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const bool bObjectSpecificY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
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const bool bSphereY(!bParallelY && (::com::sun::star::drawing::TextureProjectionMode_SPHERE == getSdr3DObjectAttribute().getTextureProjectionY()));
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if(bParallelX || bParallelY)
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{
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// apply parallel texture coordinates in X and/or Y
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const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
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aFill = basegfx::tools::applyDefaultTextureCoordinatesParallel(aFill, aRange, bParallelX, bParallelY);
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}
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if(bSphereX || bSphereY)
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{
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// apply spherical texture coordinates in X and/or Y
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const basegfx::B3DRange aRange(basegfx::tools::getRange(aFill));
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const basegfx::B3DPoint aCenter(aRange.getCenter());
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aFill = basegfx::tools::applyDefaultTextureCoordinatesSphere(aFill, aCenter, bSphereX, bSphereY);
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}
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if(bObjectSpecificX || bObjectSpecificY)
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{
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// object-specific
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for(sal_uInt32 a(0L); a < aFill.count(); a++)
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{
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basegfx::B3DPolygon aTmpPoly(aFill.getB3DPolygon(a));
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if(aTmpPoly.count() >= 4L)
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{
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for(sal_uInt32 b(0L); b < 4L; b++)
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{
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basegfx::B2DPoint aPoint(aTmpPoly.getTextureCoordinate(b));
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if(bObjectSpecificX)
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{
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aPoint.setX((1L == b || 2L == b) ? 1.0 : 0.0);
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}
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if(bObjectSpecificY)
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{
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aPoint.setY((2L == b || 3L == b) ? 1.0 : 0.0);
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}
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aTmpPoly.setTextureCoordinate(b, aPoint);
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}
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aFill.setB3DPolygon(a, aTmpPoly);
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}
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}
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}
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// transform texture coordinates to texture size
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basegfx::B2DHomMatrix aTexMatrix;
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aTexMatrix.scale(getTextureSize().getX(), getTextureSize().getY());
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aFill.transformTextureCoordiantes(aTexMatrix);
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}
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// build vector of PolyPolygons
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::std::vector< basegfx::B3DPolyPolygon > a3DPolyPolygonVector;
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for(sal_uInt32 a(0L); a < aFill.count(); a++)
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{
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a3DPolyPolygonVector.push_back(basegfx::B3DPolyPolygon(aFill.getB3DPolygon(a)));
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}
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if(!getSdrLFSAttribute().getFill().isDefault())
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{
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// add fill
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aRetval = create3DPolyPolygonFillPrimitives(
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a3DPolyPolygonVector,
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getTransform(),
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getTextureSize(),
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getSdr3DObjectAttribute(),
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getSdrLFSAttribute().getFill(),
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getSdrLFSAttribute().getFillFloatTransGradient());
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}
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else
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{
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// create simplified 3d hit test geometry
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aRetval = createHiddenGeometryPrimitives3D(
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a3DPolyPolygonVector,
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getTransform(),
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getTextureSize(),
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getSdr3DObjectAttribute());
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}
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// add line
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if(!getSdrLFSAttribute().getLine().isDefault())
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{
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basegfx::B3DPolyPolygon aLine(basegfx::tools::createCubePolyPolygonFromB3DRange(aUnitRange));
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const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
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aLine, getTransform(), getSdrLFSAttribute().getLine()));
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appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
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}
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// add shadow
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if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
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{
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const Primitive3DSequence aShadow(createShadowPrimitive3D(
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aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
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appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
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}
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return aRetval;
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}
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SdrCubePrimitive3D::SdrCubePrimitive3D(
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const basegfx::B3DHomMatrix& rTransform,
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const basegfx::B2DVector& rTextureSize,
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const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
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const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute)
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: SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute)
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{
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}
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bool SdrCubePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
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{
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return SdrPrimitive3D::operator==(rPrimitive);
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}
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basegfx::B3DRange SdrCubePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
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{
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// use defaut from sdrPrimitive3D which uses transformation expanded by line width/2.
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// The parent implementation which uses the ranges of the decomposition would be more
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// corrcet, but for historical reasons it is necessary to do the old method: To get
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// the range of the non-transformed geometry and transform it then. This leads to different
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// ranges where the new method is more correct, but the need to keep the old behaviour
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// has priority here.
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return getStandard3DRange();
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}
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// provide unique ID
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ImplPrimitrive3DIDBlock(SdrCubePrimitive3D, PRIMITIVE3D_ID_SDRCUBEPRIMITIVE3D)
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} // end of namespace primitive3d
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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